init
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103
config/solarflux/custom_panels.js
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103
config/solarflux/custom_panels.js
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/*
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* This JavaScript file can be used to initialize your own solar panels.
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* First off, all methods have return types (they are specified after the "=>")
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* How-to: (or watch the tutorial https://youtu.be/WVr6-3E7lA8 ;3)
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* 1. To create a new panel, you need to make a builder, call panel()=>SolarPanelBuilder to begin the builder chain.
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* 2. Chain elements:
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* - .name("yourname")=>SolarPanelBuilder // mandatory
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* - .height(float)=>SolarPanelBuilder // optional, float value is between [0;1]
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* - .generation("amount")=>SolarPanelBuilder // mandatory, pass the number as a string
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* - .capacity("amount")=>SolarPanelBuilder // mandatory, pass the number as a string
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* - .transfer("amount")=>SolarPanelBuilder // mandatory, pass the number as a string
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* 3. At the end of the chain, call .build()=>SolarPanel (alternatively, .buildAndRegister()=>SolarPanel, to skip step #5)
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* 4. Languages: call after build chain end (operate on panel), start language chain with .langBuilder()=>LanguageBuilder
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* - .put("en_us", "Your Solar Panel Name")=>LanguageBuilder
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* After that, call as many lang assigns as you want:
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* - .put("lang", "Your Solar Panel Name")=>LanguageBuilder
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* End chain with .build()=>SolarPanel
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* 5. Recipes: call after build chain end (operate on panel), start recipe chain with .recipeBuilder()=>RecipeBuilder
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* - .shape(string...)=>RecipeBuilder // Specify the needed string amount (1 string = 1 row)
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* After you specified the recipe shape, bind all ingredients:
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* - .bind('c', item("modid", "item_name"))=>RecipeBuilder
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* End chain with .build(AMOUNT)=>SolarPanel // AMOUNT is the int value (0;64] of items in the recipe output, if omitted, will be defaulted to 1.
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* 6. To register the panel, append .register()=>SolarPanel after ending the chain.
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* 7. Texturing: (all textures are stored in "textures" folder)
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* "yourname_base.png", optionally with "yourname_base.mcmeta" (for animations)
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* "yourname_top.png", optionally with "yourname_top.mcmeta" (for animations)
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*
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* Additional methods & features:
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* - isModLoaded("modid")=>boolean // returns if the specified mod is loaded. Could be useful for setting up mod-dependent solar panels.
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* - you can have a line "import path.to.Class;" to avoid using Java.type("path.to.Class") stuff. Created outside of any functions, declares a new variable with the simple class name.
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* - you can have a line "define a_key !value!" to make the compiler replace all a_key with !value! at runtime.
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*/
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// define english "en_us"
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/** This function is called when mod is being constructed */
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function init()
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{
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/*Monifactory Custom solars*/
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// Bathyal
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panel()
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.name('bathyal')
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.height(0.5)
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.generation(32768)
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.capacity(1200000)
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.transfer(300000)
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.build()
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.langBuilder()
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.put("en_us", "Bathyal Solar Panel")
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.build()
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.register()
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// Abyssal
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panel()
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.name('abyssal')
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.height(0.5)
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.generation(131072)
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.capacity(4000000)
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.transfer(1000000)
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.build()
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.langBuilder()
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.put("en_us", "Abyssal Solar Panel")
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.build()
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.register()
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// Hadal
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panel()
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.name('hadal')
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.height(0.5)
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.generation(524288)
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.capacity(12000000)
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.transfer(3000000)
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.build()
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.langBuilder()
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.put("en_us", "Hadal Solar Panel")
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.build()
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.register()
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// Neutronium
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panel()
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.name("neutronium")
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.generation(2500000)
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.capacity(200000000)
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.transfer(50000000)
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.build()
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.langBuilder()
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.put("en_us", "Neutronium Solar Panel")
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.build()
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.register()
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// Infinity
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panel()
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.name("infinity")
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.generation(99999999)
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.capacity(999999999)
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.transfer(999999999)
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.build()
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.langBuilder()
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.put("en_us", "Infinity Solar Panel")
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.build()
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.register()
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}
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