[Suggestion] Add a charged Mining Gadget to the creative/JEI inventory
bibo38 opened this issue ยท 4 comments
When testing a mod I really like having a charged energy cell or item in the creative inventory and JEI, so that I can quickly test without needing to charge the block/item.
Therefore it would be nice, if the Mining Gadget could also be added as a charged variant to the creative inventory and JEI.
/give {playername} mininggadgets:mininggadget{energy:1000000} 1
That'll give you a charged one but I could definitely look at adding a charged version. If you're in creative the gadget will always work.
/give {playername} mininggadgets:mininggadget{energy:1000000} 1
Nice to know. Much easier than getting RFTools Power alpha build for a creative energy cell, which can charge items ;D.
That'll give you a charged one but I could definitely look at adding a charged version.
would be convenient, maybe also with all/most upgrades already installed.
If you're in creative the gadget will always work.
Didn't work for me in a creative singleplayer world with the code on the master branch:
E.g. no block that doesn't pass the canMine
function will ever get to be a Render block (and be broken by the render block).
And as long, as the cost
variable doesnt get 0
, the canMine
function will return false
.
So the only way would be to set the MININGGADGET_BASECOST
to 0
, as no upgrade can be assigned a negative value.
I'll add a bypass on the canMine method, I was likely thinking on Building Gadgets as that does allow use when in creative mode :P. I'll see what I can do about JEI, of course not all upgrades can be installed at once but it would be handy to have a few pre-set versions :D
@MichaelHillcox Did this!