Refactor gradle properties and clean up Window block logic

Improve clarity in `credits` and `mod_authors` formatting within `gradle.properties`. Removed redundant player message handling logic in `Window.java` to streamline block activation behavior.
This commit is contained in:
dragonruler1000 2025-05-19 08:56:16 -05:00
parent ef61988f61
commit a540f3bf60
3 changed files with 3 additions and 9 deletions

View file

@ -141,7 +141,7 @@ tasks.named('processResources', ProcessResources).configure {
forge_version : forge_version, forge_version_range: forge_version_range,
loader_version_range: loader_version_range,
mod_id : mod_id, mod_name: mod_name, mod_license: mod_license, mod_version: mod_version,
mod_authors : mod_authors, credits: credits, mod_description: mod_description,]
mod_authors : mod_authors, credits:credits, mod_description: mod_description,]
inputs.properties replaceProperties

View file

@ -45,6 +45,7 @@ mod_version=1.2
mod_group_id=us.minecraftchest2
# The authors of the mod. This is a simple text string that is used for display purposes in the mod list.
mod_authors=Minecraftchest2
credits=Everyone on the Tardis Mod Discord and on the hackclub slack that helped me debug my mod.
# The mod credits.
credits=Everyone on the Tardis Mod Discord and on the hackclub slack that helped me debug my mod
# The description of the mod. This is a simple multiline text string that is used for display purposes in the mod list.
mod_description=A Mod Inspired by "His Dark Materials" By Philip Pullman

View file

@ -101,13 +101,6 @@ public class Window extends HorizontalBlock {
@SuppressWarnings("deprecation")
@Override
public ActionResultType onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) {
if (!worldIn.isRemote()) {
player.sendStatusMessage(new StringTextComponent("Client: Block activated!"), true);
return ActionResultType.SUCCESS;
}
player.sendMessage(new StringTextComponent("blockActivated"), player.getUniqueID());
if (!worldIn.isRemote()) return super.onBlockActivated(state, worldIn, pos, player, handIn, hit);
if (player.isCrouching()) return super.onBlockActivated(state, worldIn, pos, player, handIn, hit);