Version 1.0.21b
This commit is contained in:
121
minecraft/kubejs/client_scripts/ponder/fission_mek.js
Normal file
121
minecraft/kubejs/client_scripts/ponder/fission_mek.js
Normal file
@@ -0,0 +1,121 @@
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Ponder.registry((event) => {
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event.create('mekanismgenerators:fission_reactor_casing')
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.scene('fission_mek','Mekanism Fission Reactor', 'kubejs:fission_mek',
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(scene, util) => {
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scene.world.showSection([4, 0, 4], Facing.down);
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scene.idle(5);
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[1, 2, 3, 4].forEach(num => {
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scene.world.showSection([4, num, 4], Facing.down);
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scene.world.showSection([4, 0, 4 - num], Facing.down);
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scene.world.showSection([4 - num, 0, 4], Facing.down);
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scene.idle(5)
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});
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[1, 2, 3].forEach(num => {
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scene.world.showSection([4, 4, 4 - num], Facing.down);
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scene.world.showSection([4 - num, 4, 4], Facing.down);
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scene.world.showSection([0, 0, 4 - num], Facing.down);
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scene.world.showSection([4 - num, 0, 0], Facing.down);
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scene.world.showSection([0, num, 4], Facing.down);
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scene.world.showSection([4, num, 0], Facing.down);
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scene.idle(5)
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});
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scene.text(80, 'The Edges Must Be Casings', [0, 4.5, 4.5]).placeNearTarget();
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scene.world.showSection([4, 4, 0], Facing.down);
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scene.world.showSection([0, 4, 4], Facing.down);
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scene.world.showSection([0, 0, 0], Facing.down);
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scene.idle(5);
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[1, 2, 3].forEach(num => {
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scene.world.showSection([0, num, 0], Facing.down);
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scene.world.showSection([0, 4, 4 - num], Facing.down);
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scene.world.showSection([4 - num, 4, 0], Facing.down);
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scene.idle(5)
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});
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scene.world.showSection([0, 4, 0], Facing.down);
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scene.addKeyframe();
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scene.idle(80);
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//top glass
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scene.world.showSection([1, 4, 1, 3, 4, 3], Facing.down);
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scene.idle(5)
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// bottom glass
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scene.world.showSection([1, 0, 1, 3, 0, 3], Facing.up);
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scene.idle(5)
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// north glass
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scene.world.showSection([1, 1, 0, 3, 3, 0], Facing.south);
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scene.idle(5)
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// south glass
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scene.world.showSection([1, 1, 4, 3, 3, 4], Facing.north);
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scene.idle(5)
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// west glass
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scene.world.showSection([0, 1, 1, 0, 3, 3], Facing.east);
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scene.idle(5)
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scene.text(80, 'The Walls Can Be Either Casings Or Glass', [0, 2.5, 2.5]).placeNearTarget();
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// east glass
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scene.world.showSection([4, 1, 1, 4, 3, 3], Facing.west);
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scene.addKeyframe();
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scene.idle(80);
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scene.world.hideSection([0, 1, 0, 3, 4, 0], Facing.up)
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scene.world.hideSection([0, 1, 0, 0, 4, 3], Facing.up)
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scene.world.hideSection([1, 4, 1, 3, 4, 3], Facing.up)
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scene.idle(10);
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scene.text(60, 'Place Fuel Assembly Blocks Inside To Make The Fuel Rods', [2.5, 2.5, 2.5]).placeNearTarget();
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scene.world.setBlock([2, 1, 2], 'mekanismgenerators:fission_fuel_assembly', false);
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scene.world.showSection([2, 1, 2], Facing.down)
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scene.idle(10)
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scene.world.setBlock([2, 2, 2], 'mekanismgenerators:fission_fuel_assembly', false);
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scene.world.showSection([2, 2, 2], Facing.down)
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scene.idle(10)
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scene.addKeyframe();
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scene.idle(40);
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scene.world.setBlock([2, 3, 2], 'mekanismgenerators:control_rod_assembly', false);
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scene.world.showSection([2, 3, 2], Facing.down)
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scene.idle(10)
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scene.text(60, 'Place Control Rod Assembly At The Top Of Each Fuel Rod', [2.5, 3.5, 2.5]).placeNearTarget();
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scene.idle(20);
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scene.addKeyframe();
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scene.idle(60);
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scene.world.showSection([0, 1, 0, 3, 4, 0], Facing.up)
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scene.world.showSection([0, 1, 0, 0, 4, 3], Facing.up)
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scene.world.showSection([1, 4, 1, 3, 4, 3], Facing.up)
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scene.addKeyframe();
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scene.idle(40);
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//scene.world.modifyTileNBT([0,0,0, 4, 4, 4], (nbt) => { nbt.activeState = "fissionReactor" });
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//scene
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// .showControls(40, [1.5, 3, 1.5], 'down')
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// .rightClick()
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// .withItem('comparator');
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//scene
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// .text(40, 'Right Click With Comparator For Redstone Control', [1, 1.5, 2])
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// .placeNearTarget()
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// .attachKeyFrame();
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//scene.idle(40);
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});
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});
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@@ -0,0 +1,75 @@
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Ponder.registry((event) => {
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event.create([
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'mekanismgenerators:fission_fuel_assembly',
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'mekanismgenerators:control_rod_assembly'
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])
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.scene('fission_mek_fuelrod','Mekanism Fission Reactor: Fuel Assembly', 'kubejs:fission_mek',
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(scene, util) => {
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scene.world.showSection([0, 0, 0, 4, 4, 4], Facing.down);
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scene.idle(20);
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scene.world.hideSection([0, 1, 0, 3, 4, 3], Facing.up);
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scene.idle(20);
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scene.text(80, 'Place Fuel Assembly Blocks Inside To Make The Fuel Rods', [2.5, 2.5, 2.5]).placeNearTarget().attachKeyFrame();
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scene.world.setBlock([2, 1, 2], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.showSection([2, 1, 2], Facing.down)
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scene.idle(10);
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scene.world.setBlock([2, 2, 2], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.showSection([2, 2, 2], Facing.down)
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scene.idle(80);
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scene.text(120, 'Fuel Rods are created with several Fission Fuel Assembly blocks with a Control Rod Assembly on top.', [1.5, 2.5, 2.5]).placeNearTarget();
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scene.idle(40);
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scene.addKeyframe();
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scene.world.setBlock([2, 3, 2], 'mekanismgenerators:control_rod_assembly', true);
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scene.world.showSection([2, 3, 2], Facing.down)
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scene.idle(80);
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scene.text(80, 'Place Control Rod Assembly At The Top Of Each Fuel Rod', [1.5, 3.5, 2.5]).placeNearTarget().attachKeyFrame();
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scene.idle(90);
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scene.text(80, 'Control Rod Assembly blocks are placed 1 block from the ceiling.', [1.5, 3.5, 2.5]).placeNearTarget().attachKeyFrame();
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scene.idle(90);
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scene.text(60, 'Fuel Rods Cannot Touch', [1.5, 1.5, 2.5]).placeNearTarget().attachKeyFrame();
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scene.world.setBlock([1, 1, 2], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([3, 1, 2], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.showSection([1, 1, 2], Facing.down)
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scene.world.showSection([3, 1, 2], Facing.down)
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scene.idle(60)
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scene.world.setBlock([1, 1, 2], 'air', true);
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scene.world.setBlock([3, 1, 2], 'air', true);
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scene.idle(40);
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scene.world.hideSection([1, 1, 1, 3, 3, 3], Facing.up);
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scene.idle(40);
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scene.world.setBlock([1, 1, 1], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([1, 2, 1], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([1, 3, 1], 'mekanismgenerators:control_rod_assembly', true);
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scene.world.setBlock([1, 1, 3], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([1, 2, 3], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([1, 3, 3], 'mekanismgenerators:control_rod_assembly', true);
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scene.world.setBlock([3, 1, 1], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([3, 2, 1], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([3, 3, 1], 'mekanismgenerators:control_rod_assembly', true);
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scene.world.setBlock([3, 1, 3], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([3, 2, 3], 'mekanismgenerators:fission_fuel_assembly', true);
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scene.world.setBlock([3, 3, 3], 'mekanismgenerators:control_rod_assembly', true);
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scene.world.showSection([1, 1, 1, 3, 3, 3], Facing.down);
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scene.text(80, 'Multiple Fuel Rods work best in a checkerboard pattern.', [1.5, 1.5, 2.5]).placeNearTarget().attachKeyFrame();
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scene.idle(100);
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scene.world.showSection([0, 1, 0, 3, 4, 0], Facing.down)
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scene.idle(5);
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scene.world.showSection([0, 1, 1, 0, 4, 3], Facing.down)
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scene.idle(5);
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scene.world.showSection([1, 4, 1, 3, 4, 3], Facing.down);
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scene.idle(20);
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});
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});
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66
minecraft/kubejs/client_scripts/ponder/fission_mek_logic.js
Normal file
66
minecraft/kubejs/client_scripts/ponder/fission_mek_logic.js
Normal file
@@ -0,0 +1,66 @@
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Ponder.registry((event) => {
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event.create('mekanismgenerators:fission_reactor_logic_adapter')
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.scene('fission_mek_logic','Mekanism Fission Reactor: Logic Adapters', 'kubejs:fission_logic_example',
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(scene, util) => {
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scene.world.showSection([0, 0, 2, 4, 4, 6], Facing.down);
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scene.world.setBlock([2, 3, 2], 'mekanismgenerators:reactor_glass', false);
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scene.idle(20);
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scene.text(60, 'Logic Adapters allow Redstone Control for Reactors.', [2.5, 1.5, 2]).placeNearTarget().attachKeyFrame();
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scene.idle(80)
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scene.text(60, 'Right Click to Open Configuration Settings', [2.5, 1.5, 2]).placeNearTarget().attachKeyFrame();
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scene.showControls(60, [2.5, 2.5, 2], 'down').rightClick();
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scene.idle(70);
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scene.text(80, 'With two, you can set up a Fail Safe that can shut off the Reactor under certain conditions.', [2.5, 3.5, 2]).placeNearTarget().attachKeyFrame();
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scene.world.setBlock([2, 3, 2], 'mekanismgenerators:fission_reactor_logic_adapter', true);
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scene.idle(90);
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scene.text(60, 'Set this one to Activation', [2.5, 3.5, 2]).placeNearTarget().attachKeyFrame();
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scene.idle(60);
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scene.text(60, 'Set this one to Damage Critical.', [2.5, 1.5, 2]).placeNearTarget().attachKeyFrame();
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scene.idle(70);
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scene.world.showSection([2, 0, 0], Facing.down);
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scene.idle(5);
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scene.world.showSection([2, 0, 1], Facing.down);
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scene.idle(5);
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scene.world.showSection([2, 1, 1], Facing.down);
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scene.idle(5);
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scene.text(60, 'When the Reactor has Critical Damage, it will give off a redstone signal.', [2.5, 1.5, 2]).placeNearTarget().attachKeyFrame();
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scene.idle(10);
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scene.idle(60);
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scene.world.setBlock([2, 2, 0], 'minecraft:gravel', false);
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//scene.world.modifyBlock([2, 3, 1], () => Block.id("minecraft:observer").with("facing", "north"), false);
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scene.world.showSection([2, 1, 0, 2, 3, 0], Facing.down);
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scene.world.showSection([2, 3, 1], Facing.down);
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scene.idle(20);
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scene.text(80, 'We can use this to activate a piston with gravel or sand on it to activate an Observer.', [2.5, 1.5, 1]).placeNearTarget().attachKeyFrame();
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scene.idle(5);
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scene.world.modifyBlock([2, 1, 1], (curState) => curState.with("power", "15"), false);
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scene.world.modifyBlock([2, 1, 0], (curState) => curState.with("extended", "true"), false);
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scene.world.setBlock([2, 3, 0], 'minecraft:gravel', false);
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scene.world.setBlock([2, 2, 0], 'minecraft:piston_head', false);
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scene.world.modifyBlock([2, 2, 0], (curState) => curState.with("facing", "up"), false);
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scene.idle(90);
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scene.text(120, 'This is an Oberserver facing towards the Gravel. The Gravel will activate it and turn off the reactor.', [2.5, 3.5, 2]).placeNearTarget().attachKeyFrame();
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scene.idle(60);
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||||
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||||
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});
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});
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43
minecraft/kubejs/client_scripts/ponder/fission_mek_port.js
Normal file
43
minecraft/kubejs/client_scripts/ponder/fission_mek_port.js
Normal file
@@ -0,0 +1,43 @@
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Ponder.registry((event) => {
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event.create('mekanismgenerators:fission_reactor_port')
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.scene('fission_mek_port','Mekanism Fission Reactor: Ports', 'kubejs:fission_mek',
|
||||
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(scene, util) => {
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||||
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scene.showStructure();
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scene.idle(20);
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||||
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||||
scene.world.setBlock([0, 1, 1], 'mekanismgenerators:fission_reactor_port', true);
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||||
scene.world.setBlock([0, 1, 3], 'mekanismgenerators:fission_reactor_port', true);
|
||||
scene.world.modifyBlock([0, 1, 1], (curState) => curState.with("mode", "output_waste"), false);
|
||||
scene.world.modifyBlock([0, 1, 3], (curState) => curState.with("mode", "output_coolant"), false);
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||||
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||||
scene.text(60, 'A Reactor Needs At Least 4 Ports', [0, 1.5, 3.5]).placeNearTarget();
|
||||
scene.addKeyframe();
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||||
scene.idle(80)
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||||
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||||
scene.addKeyframe()
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||||
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||||
scene.text(60, 'Ports Can Be Changed Using A Configurator', [0, 1.5, 3.5]).placeNearTarget();
|
||||
scene.showControls(60, [0.5, 2, 3.5], 'down').rightClick().withItem('mekanism:configurator').whileSneaking();
|
||||
scene.idle(80);
|
||||
|
||||
scene.addKeyframe();
|
||||
|
||||
scene.text(160, 'Required Ports:', [-1, 4, 4]).placeNearTarget();
|
||||
|
||||
scene.text(40, 'Input Coolant', [3.5, 1.5, 0]).placeNearTarget();
|
||||
scene.idle(40);
|
||||
scene.text(40, 'Input Fuel', [1.5, 1.5, 0]).placeNearTarget();
|
||||
scene.idle(40);
|
||||
scene.text(40, 'Output Waste', [0, 1.5, 1.5]).placeNearTarget();
|
||||
scene.idle(40);
|
||||
scene.text(40, 'Output Heated Coolant', [0, 1.5, 3.5]).placeNearTarget();
|
||||
scene.idle(40);
|
||||
scene.addKeyframe();
|
||||
scene.idle(10);
|
||||
|
||||
|
||||
});
|
||||
});
|
||||
63
minecraft/kubejs/client_scripts/ponder/fusion_activate.js
Normal file
63
minecraft/kubejs/client_scripts/ponder/fusion_activate.js
Normal file
@@ -0,0 +1,63 @@
|
||||
Ponder.registry((event) => {
|
||||
event.create([
|
||||
'mekanismgenerators:hohlraum',
|
||||
Item.of('mekanismgenerators:hohlraum', '{mekData:{GasTanks:[{Tank:0b,stored:{amount:10L,gasName:"mekanismgenerators:fusion_fuel"}}]}}'),
|
||||
'mekanismgenerators:laser_focus_matrix'
|
||||
])
|
||||
.scene('fusion_activation','Mekanism Fusion Reactor: Activation', 'kubejs:fusion_activation',
|
||||
|
||||
(scene, util) => {
|
||||
scene.world.showSection([2, 0, 0, 6, 4, 6], Facing.down);
|
||||
//scene.world.hideSection([3, 0, 0, 5, 2, 0], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(60, 'To activate the Fusion Reactor, we will need a few things.', [2, 2.5, 4.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(80)
|
||||
|
||||
scene.text(100, 'You will need to put a Hohlraum filled with D-T fuel in the Controller.', [4.5, 5, 3.5]).attachKeyFrame();
|
||||
scene.showControls(100, [4.5, 5.5, 3.5], 'down').withItem('mekanismgenerators:hohlraum');
|
||||
scene.idle(110);
|
||||
|
||||
|
||||
//show lasers
|
||||
scene.world.showSection([0, 0, 0, 1, 4, 6], Facing.down);
|
||||
scene.idle(10);
|
||||
|
||||
//Laser
|
||||
scene.text(100, 'You will need to shoot 400MRF using Lasers into the Laser Matrix.', [0, 2.5, 3.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(110);
|
||||
|
||||
//show laser
|
||||
scene.world.hideSection([1, 0, 0, 6, 4, 6], Facing.down);
|
||||
scene.idle(10)
|
||||
scene.rotateCameraY(90);
|
||||
scene.idle(5)
|
||||
|
||||
scene.text(100, 'The Laser Amplifier needs to have the Red face pointing towards the Matrix.', [1, 2.5, 3]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(110);
|
||||
|
||||
scene.rotateCameraY(-90);
|
||||
scene.idle(5)
|
||||
|
||||
//show everything
|
||||
scene.world.showSection([1, 0, 0, 6, 4, 6], Facing.down);
|
||||
scene.idle(10)
|
||||
|
||||
|
||||
//hide lasers
|
||||
scene.world.hideSection([0, 0, 0, 1, 4, 6], Facing.down);
|
||||
scene.idle(10);
|
||||
|
||||
//fuel input
|
||||
|
||||
scene.overlay.showText(100).text("You will also need to give the Reactor fuel.").independent(-50);
|
||||
scene.text(50, 'For Deuterium', [5.5, 2.5, 1]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(60);
|
||||
scene.text(50, 'For Tritium.', [3.5, 2.5, 1]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(60);
|
||||
|
||||
scene.text(80, 'The Reactor mixes the D-T fuel at a set rate when they are pumped in separately.', [4.5, 2.5, 1]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(80);
|
||||
|
||||
});
|
||||
});
|
||||
78
minecraft/kubejs/client_scripts/ponder/fusion_reactor.js
Normal file
78
minecraft/kubejs/client_scripts/ponder/fusion_reactor.js
Normal file
@@ -0,0 +1,78 @@
|
||||
Ponder.registry((event) => {
|
||||
event.create([
|
||||
'mekanismgenerators:fusion_reactor_frame',
|
||||
'mekanismgenerators:fusion_reactor_port',
|
||||
'mekanismgenerators:fusion_reactor_controller',
|
||||
'mekanismgenerators:fusion_reactor_logic_adapter'
|
||||
])
|
||||
.scene('fusion_reactor','Mekanism Fusion Reactor', 'kubejs:fusion_mek',
|
||||
|
||||
(scene, util) => {
|
||||
|
||||
|
||||
scene.world.showSection([0, 0, 0, 4, 4, 4], Facing.down);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(60, 'The Fusion Reactor can be used to generate millions of RF per tick.', [0, 2.5, 4.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(80)
|
||||
|
||||
scene.text(60, 'Ports Can Be Changed Using A Configurator', [1.5, 2.5, 0]).placeNearTarget().attachKeyFrame();
|
||||
scene.showControls(60, [1.5, 3.5, 0], 'down').rightClick().withItem('mekanism:configurator').whileSneaking();
|
||||
scene.idle(10);
|
||||
scene.world.modifyBlock([1, 2, 0], (curState) => curState.with("active", "true"), true);
|
||||
scene.idle(20);
|
||||
scene.world.modifyBlock([1, 2, 0], (curState) => curState.with("active", "false"), true);
|
||||
scene.idle(40);
|
||||
|
||||
//hide front
|
||||
scene.world.hideSection([0, 0, 0, 4, 4, 3], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(80, 'The Fusion Reactor is built using this pattern for each face.', [2.5, 2, 4.5]).attachKeyFrame();
|
||||
scene.idle(90);
|
||||
|
||||
//east face
|
||||
scene.world.showSection([4, 0, 0, 4, 4, 3], Facing.down);
|
||||
scene.idle(10);
|
||||
|
||||
//power port
|
||||
scene.text(60, 'You will need a port for exporting power.', [4, 2.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(70);
|
||||
|
||||
//west face
|
||||
scene.world.showSection([0, 0, 0, 0, 4, 3], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
//Laser
|
||||
scene.text(60, 'The Laser Matrix is used to kickstart the reactor.', [0, 2.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(70);
|
||||
|
||||
//bottom face
|
||||
scene.world.showSection([1, 0, 0, 3, 0, 3], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
//top face
|
||||
scene.world.showSection([0, 4, 0, 3, 4, 3], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
//controller
|
||||
scene.text(60, 'The Fusion Reactor Controller must be placed in the middle of the top face.', [2.5, 4.5, 3.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(70);
|
||||
|
||||
//north face
|
||||
scene.world.showSection([1, 1, 0, 3, 3, 0], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
//fuel input
|
||||
|
||||
scene.text(30, 'You will need two ports for inputting Deuterium', [3.5, 2.5, 0]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(40);
|
||||
scene.text(40, 'and Tritium.', [1.5, 2.5, 0]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(50);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
});
|
||||
});
|
||||
135
minecraft/kubejs/client_scripts/ponder/induction_mek.js
Normal file
135
minecraft/kubejs/client_scripts/ponder/induction_mek.js
Normal file
@@ -0,0 +1,135 @@
|
||||
Ponder.registry((event) => {
|
||||
event.create([
|
||||
'mekanism:induction_casing',
|
||||
'mekanism:induction_port'
|
||||
])
|
||||
|
||||
.scene('induction_mek','Mekanism: Induction Matrix', 'kubejs:induction_matrix',
|
||||
|
||||
(scene, util) => {
|
||||
|
||||
//Show main build
|
||||
|
||||
|
||||
scene.world.showSection([0, 0, 0, 4, 4, 4], Facing.down);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(80, 'The Induction Matrix is used to store tons of Power.', [0, 4.5, 4.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(85);
|
||||
|
||||
//Hide and build
|
||||
|
||||
scene.world.hideSection([0, 0, 0, 4, 4, 4], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
scene.world.showSection([4, 0, 4], Facing.down);
|
||||
scene.idle(5);
|
||||
|
||||
|
||||
[1, 2, 3, 4].forEach(num => {
|
||||
scene.world.showSection([4, num, 4], Facing.down);
|
||||
scene.world.showSection([4, 0, 4 - num], Facing.down);
|
||||
scene.world.showSection([4 - num, 0, 4], Facing.down);
|
||||
scene.idle(5)
|
||||
});
|
||||
|
||||
[1, 2, 3].forEach(num => {
|
||||
|
||||
scene.world.showSection([4, 4, 4 - num], Facing.down);
|
||||
scene.world.showSection([4 - num, 4, 4], Facing.down);
|
||||
scene.world.showSection([0, 0, 4 - num], Facing.down);
|
||||
scene.world.showSection([4 - num, 0, 0], Facing.down);
|
||||
scene.world.showSection([0, num, 4], Facing.down);
|
||||
scene.world.showSection([4, num, 0], Facing.down);
|
||||
scene.idle(5);
|
||||
});
|
||||
|
||||
scene.text(80, 'The Edges Must Be Casings', [0, 4.5, 4.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(5);
|
||||
|
||||
scene.world.showSection([4, 4, 0], Facing.down);
|
||||
scene.world.showSection([0, 4, 4], Facing.down);
|
||||
scene.world.showSection([0, 0, 0], Facing.down);
|
||||
scene.idle(5);
|
||||
|
||||
[1, 2, 3].forEach(num => {
|
||||
|
||||
scene.world.showSection([0, num, 0], Facing.down);
|
||||
scene.world.showSection([0, 4, 4 - num], Facing.down);
|
||||
scene.world.showSection([4 - num, 4, 0], Facing.down);
|
||||
scene.idle(5)
|
||||
});
|
||||
|
||||
scene.world.showSection([0, 4, 0], Facing.down);
|
||||
scene.idle(60);
|
||||
|
||||
|
||||
scene.text(80, 'The Faces Can Be Either Casings Or Structural Glass.', [0, 2.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
|
||||
//Side Sections
|
||||
|
||||
//top glass
|
||||
scene.world.showSection([1, 4, 1, 3, 4, 3], Facing.down);
|
||||
scene.idle(5)
|
||||
|
||||
// bottom glass
|
||||
scene.world.showSection([1, 0, 1, 3, 0, 3], Facing.up);
|
||||
scene.idle(5)
|
||||
|
||||
// north glass
|
||||
scene.world.showSection([1, 1, 0, 3, 3, 0], Facing.south);
|
||||
scene.idle(5)
|
||||
|
||||
// south glass
|
||||
scene.world.showSection([1, 1, 4, 3, 3, 4], Facing.north);
|
||||
scene.idle(5)
|
||||
|
||||
// west glass
|
||||
scene.world.showSection([0, 1, 1, 0, 3, 3], Facing.east);
|
||||
scene.idle(5)
|
||||
|
||||
// east glass
|
||||
scene.world.showSection([4, 1, 1, 4, 3, 3], Facing.west);
|
||||
scene.idle(80);
|
||||
|
||||
//Talk about Ports
|
||||
|
||||
scene.text(60, 'Ports Are Used To Transfer Power.', [1.5, 1.5, 0]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(80);
|
||||
|
||||
scene.text(80, 'Ports Can Be Changed Using A Configurator.', [1.5, 1.5, 0]).placeNearTarget().attachKeyFrame();
|
||||
scene.showControls(80, [1.5, 2.5, 0], 'down').rightClick().withItem('mekanism:configurator').whileSneaking();
|
||||
scene.world.modifyBlock([1, 1, 0], (curState) => curState.with("active", "false"), true);
|
||||
scene.idle(20);
|
||||
scene.world.modifyBlock([1, 1, 0], (curState) => curState.with("active", "true"), true);
|
||||
scene.idle(60);
|
||||
|
||||
// Inside Part
|
||||
|
||||
scene.world.hideSection([0, 1, 0, 3, 4, 0], Facing.up)
|
||||
scene.world.hideSection([0, 1, 0, 0, 4, 3], Facing.up)
|
||||
scene.world.hideSection([1, 4, 1, 3, 4, 3], Facing.up)
|
||||
scene.idle(20);
|
||||
|
||||
scene.text(60, 'Induction Cells Are Used To Increase Power Storage.', [2.5, 1.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.world.setBlock([2, 1, 2], 'mekanism:basic_induction_cell', false);
|
||||
scene.world.showSection([2, 1, 2], Facing.down)
|
||||
scene.idle(65);
|
||||
scene.text(60, 'Induction Providers Are Used To Increase Power Transfer Rate.', [2.5, 2.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.world.setBlock([2, 2, 2], 'mekanism:basic_induction_provider', false);
|
||||
scene.world.showSection([2, 2, 2], Facing.down)
|
||||
scene.idle(65)
|
||||
|
||||
scene.text(60, 'The Matrix Must Have One Cell and One Provider.', [2, 2.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(65)
|
||||
|
||||
|
||||
|
||||
//Show All
|
||||
|
||||
scene.world.showSection([0, 1, 0, 3, 4, 0], Facing.up)
|
||||
scene.world.showSection([0, 1, 0, 0, 4, 3], Facing.up)
|
||||
scene.world.showSection([1, 4, 1, 3, 4, 3], Facing.up)
|
||||
scene.idle(10);
|
||||
});
|
||||
});
|
||||
76
minecraft/kubejs/client_scripts/ponder/sps.js
Normal file
76
minecraft/kubejs/client_scripts/ponder/sps.js
Normal file
@@ -0,0 +1,76 @@
|
||||
Ponder.registry((event) => {
|
||||
event.create([
|
||||
'mekanism:sps_casing',
|
||||
'mekanism:sps_port',
|
||||
'mekanism:supercharged_coil'])
|
||||
.scene('sps','Mekanism Supercritical Phase Shifter (SPS)', 'kubejs:sps',
|
||||
|
||||
(scene, util) => {
|
||||
|
||||
|
||||
scene.world.showSection([0, 0, 0, 6, 7, 6], Facing.down);
|
||||
scene.setSceneOffsetY(-1);
|
||||
scene.idle(20);
|
||||
|
||||
scene.text(60, 'The SPS converts Polonium into Antimatter Gas using a large amount of power', [0, 3.5, 6.5]).placeNearTarget();
|
||||
scene.addKeyframe();
|
||||
scene.idle(80)
|
||||
|
||||
scene.addKeyframe()
|
||||
|
||||
scene.text(60, 'Ports Can Be Changed Using A Configurator', [2.5, 1.5, 0]).placeNearTarget();
|
||||
scene.showControls(60, [2.5, 2.5, 0], 'down').rightClick().withItem('mekanism:configurator').whileSneaking();
|
||||
scene.idle(10);
|
||||
scene.world.modifyBlock([2, 1, 0], (curState) => curState.with("active", "true"), false);
|
||||
scene.idle(20);
|
||||
scene.world.modifyBlock([2, 1, 0], (curState) => curState.with("active", "false"), false);
|
||||
scene.idle(40);
|
||||
|
||||
scene.world.hideSection([0, 0, 0, 6, 6, 5], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(60, 'The SPS is built using this pattern for each face.', [2.5, 4, 5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(60);
|
||||
|
||||
//east face
|
||||
scene.world.showSection([6, 0, 0, 6, 7, 5], Facing.down);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(60, 'On one side, you will need a Port in the middle to input power.', [5.5, 4, 3]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(70);
|
||||
|
||||
scene.world.showSection([5, 3, 3], Facing.down);
|
||||
scene.text(60, 'On the inside, place a Supercharged Coil on the Port.', [5, 4, 3]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(80);
|
||||
|
||||
//west face
|
||||
scene.world.showSection([0, 0, 0, 0, 6, 5], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
scene.world.showSection([1, 3, 3], Facing.down);
|
||||
scene.text(60, 'You can also use two Supercharged Coils for max power usage.', [0, 4, 3]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(80);
|
||||
|
||||
//bottom face
|
||||
scene.world.showSection([1, 0, 0, 5, 0, 5], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
//top face
|
||||
scene.world.showSection([1, 6, 0, 5, 6, 5], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
//north face
|
||||
scene.world.showSection([1, 1, 0, 5, 5, 0], Facing.down);
|
||||
scene.idle(30);
|
||||
|
||||
|
||||
scene.text(60, 'You will need one Port for inputting Polonium.', [4.5, 1.5, 0]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(70);
|
||||
|
||||
scene.world.modifyBlock([2, 1, 0], (curState) => curState.with("active", "true"), true);
|
||||
scene.text(60, 'And another for exporting Antimatter Gas.', [2.5, 1.5, 0]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(70);
|
||||
|
||||
|
||||
});
|
||||
});
|
||||
141
minecraft/kubejs/client_scripts/ponder/turbine_mek.js
Normal file
141
minecraft/kubejs/client_scripts/ponder/turbine_mek.js
Normal file
@@ -0,0 +1,141 @@
|
||||
Ponder.registry((event) => {
|
||||
event.create([
|
||||
'mekanismgenerators:turbine_casing',
|
||||
'mekanismgenerators:turbine_valve',
|
||||
'mekanismgenerators:turbine_vent',
|
||||
'mekanismgenerators:turbine_rotor',
|
||||
'mekanismgenerators:turbine_blade',
|
||||
'mekanismgenerators:rotational_complex',
|
||||
'mekanismgenerators:saturating_condenser',
|
||||
'mekanism:pressure_disperser',
|
||||
'mekanismgenerators:electromagnetic_coil',
|
||||
])
|
||||
.scene('turbine_mek','Mekanism: Industrial Turbine', 'kubejs:turbine_mek',
|
||||
|
||||
(scene, util) => {
|
||||
|
||||
|
||||
scene.showStructure();
|
||||
scene.idle(5);
|
||||
|
||||
scene.text(60, 'The Industrial Turbine uses Heated Coolant to create Power.', [0, 4.5, 4.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(65);
|
||||
|
||||
scene.text(60, 'The edges must be made of Turbine Casings.', [0, 4.5, 4.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(65);
|
||||
|
||||
scene.text(60, 'The faces can be Turbine Casings, Structural Glass, Valves, or Vents.', [0, 2.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(65);
|
||||
|
||||
scene.text(60, 'Turbine Valves pump in Steam, or export Power.', [0, 1.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(65);
|
||||
|
||||
//hide top
|
||||
scene.world.hideSection([0, 4, 0, 4, 6, 4], Facing.up);
|
||||
scene.idle(5);
|
||||
|
||||
//hide walls
|
||||
scene.world.hideSection([0, 4, 0, 4, 6, 4], Facing.up);
|
||||
scene.world.hideSection([0, 1, 0, 3, 6, 0], Facing.up);
|
||||
scene.world.hideSection([0, 1, 0, 0, 6, 3], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
//Turbine Rotor
|
||||
|
||||
scene.text(80, 'Turbine Rotors must be placed in the middle. Each Rotor uses 2 Turbine Blades.', [2, 3.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(85);
|
||||
|
||||
//show next layer
|
||||
scene.world.showSection([2, 4, 2], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(80, 'A Rotational Complex must be placed on top of the Turbine Rotor.', [2, 4.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(85);
|
||||
|
||||
scene.world.showSection([1, 4, 1, 3, 4, 1], Facing.up);
|
||||
scene.world.showSection([3, 4, 2], Facing.up);
|
||||
scene.world.showSection([1, 4, 2], Facing.up);
|
||||
scene.world.showSection([1, 4, 3, 3, 4, 3], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(80, 'Pressure Dispersers must fill the layer around the Rotational Complex.', [1, 4.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(85);
|
||||
|
||||
//Show Layer Vents
|
||||
|
||||
scene.world.showSection([0, 4, 0, 4, 4, 0], Facing.up);
|
||||
scene.world.showSection([0, 4, 4, 4, 4, 4], Facing.up);
|
||||
scene.world.showSection([0, 4, 1, 0, 4, 3], Facing.up);
|
||||
scene.world.showSection([4, 4, 0, 4, 4, 4], Facing.up);
|
||||
|
||||
scene.world.showSection([0, 1, 0, 3, 3, 0], Facing.up);
|
||||
scene.world.showSection([0, 1, 1, 0, 3, 3], Facing.up);
|
||||
|
||||
scene.text(120, 'Starting on this layer, Turbine Vents can be used for the outer faces. These also export Water from the Turbine.', [0, 4.5, 3.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(125);
|
||||
|
||||
//Show Electromagnetic Coil
|
||||
|
||||
scene.world.showSection([2, 5, 2], Facing.up);
|
||||
scene.idle(5);
|
||||
|
||||
scene.text(60, 'Electromagnetic Coils are placed on top of the Rotational Complex.', [2, 5.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(65);
|
||||
|
||||
scene.world.setBlock([2, 5, 1], 'mekanismgenerators:electromagnetic_coil', true);
|
||||
scene.world.setBlock([1, 5, 2], 'mekanismgenerators:electromagnetic_coil', true);
|
||||
scene.world.setBlock([2, 5, 3], 'mekanismgenerators:electromagnetic_coil', true);
|
||||
scene.world.setBlock([3, 5, 2], 'mekanismgenerators:electromagnetic_coil', true);
|
||||
scene.world.showSection([2, 5, 1], Facing.up);
|
||||
scene.world.showSection([1, 5, 2], Facing.up);
|
||||
scene.world.showSection([2, 5, 3], Facing.up);
|
||||
scene.world.showSection([3, 5, 2], Facing.up);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(100, 'A max of 5 can be placed. They either must connect to each other, or be touching the Rotational Complex.', [2, 5.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(105);
|
||||
|
||||
//Saturating Condensers
|
||||
|
||||
scene.world.showSection([3, 5, 3], Facing.up);
|
||||
scene.world.showSection([1, 5, 1], Facing.up);
|
||||
scene.world.showSection([1, 5, 3], Facing.up);
|
||||
scene.world.showSection([3, 5, 1], Facing.up);
|
||||
|
||||
scene.text(120, 'Saturating Condensers are used to convert Steam back into Water. These are not required, but must be placed on or above the Coil Layer.', [1, 5.5, 1.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(130);
|
||||
|
||||
//Show other layers
|
||||
|
||||
scene.world.showSection([0, 5, 0, 4, 5, 0], Facing.up);
|
||||
scene.world.showSection([0, 5, 4, 4, 5, 4], Facing.up);
|
||||
scene.world.showSection([0, 5, 1, 0, 5, 3], Facing.up);
|
||||
scene.world.showSection([4, 5, 0, 4, 5, 3], Facing.up);
|
||||
scene.idle(5);
|
||||
|
||||
scene.world.showSection([0, 6, 0, 4, 6, 4], Facing.up);
|
||||
scene.idle(20);
|
||||
|
||||
scene.world.hideSection([1, 6, 1, 3, 6, 3], Facing.up);
|
||||
scene.idle(15);
|
||||
scene.world.setBlock([1, 6, 1], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([2, 6, 1], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([3, 6, 1], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([1, 6, 2], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([2, 6, 2], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([3, 6, 2], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([1, 6, 3], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([2, 6, 3], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.world.setBlock([3, 6, 3], 'mekanismgenerators:turbine_vent', false);
|
||||
scene.idle(10);
|
||||
|
||||
scene.world.showSection([1, 6, 1, 3, 6, 3], Facing.down);
|
||||
scene.idle(10);
|
||||
|
||||
scene.text(80, 'The Top Face can be replaced with Turbine Vents, if needed.', [2.5, 6.5, 2.5]).placeNearTarget().attachKeyFrame();
|
||||
scene.idle(85);
|
||||
|
||||
|
||||
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user