Rotation Mappings
Rotation Mappings
# This file contains the Block Rotation Mappings Ruins might need
# <- lines starting with this symbol are considered comments and disregarded by the
parser
# empty lines are allowed.
#
# To enable the Rotation of new or custom Blocks in Minecraft, you need to put
Mappings
# for possible metadata occurences and the metadata after they have been rotated in
a
# direction in here.
#
#
# Mappings are to follow this standard:
# First, the block ID must be given by the GameData.blockRegistry key
#
#
# If a multitude of Blocks share the same rotation logic, you can provide them all
at once, seperated by semicoli.
# see stairs below
#
# Any mappings below such a line are considered part of that BlockID until another
BlockID is introduced.
#
# A mapping is a Direction EAST, SOUTH or WEST, followed by the unrotated metadata,
followed by the resulting metadata.
# These are seperated by '-'
#
# EAST-8-1
#
# That line means: if the Ruins Mod needs to rotate a Vine EAST, and the unrotated
vine has metadata
# 8, the new metadata should be 1.
#
# You need to map any and all possible Rotations, with three Directions that aren't
NORTH (= no rotation) and a
# Block that has 4 possible metadata values (such as Vines) that means you need to
have 12 mappings.
#
# Other Blocks may have a lot more than that.
#
# Below, some mappings. Do not remove those! In the future, new mappings will be
added in this file!
#
#
EAST-0-2
EAST-1-3
EAST-2-1
EAST-3-0
EAST-4-6
EAST-5-7
EAST-6-5
EAST-7-4
SOUTH-0-1
SOUTH-1-0
SOUTH-2-3
SOUTH-3-2
SOUTH-4-5
SOUTH-5-4
SOUTH-6-7
SOUTH-7-6
WEST-0-3
WEST-1-2
WEST-2-0
WEST-3-1
WEST-4-7
WEST-5-6
WEST-6-4
WEST-7-5
EAST-2-5
EAST-5-3
EAST-3-4
EAST-4-2
EAST-10-13
EAST-13-11
EAST-11-12
EAST-12-10
SOUTH-2-3
SOUTH-5-4
SOUTH-3-2
SOUTH-4-5
SOUTH-10-11
SOUTH-13-12
SOUTH-11-10
SOUTH-12-13
WEST-4-3
WEST-5-2
WEST-2-4
WEST-3-5
WEST-12-11
WEST-13-10
WEST-10-12
WEST-11-13
EAST-0-0
EAST-1-3
EAST-2-6
EAST-3-9
EAST-4-2
EAST-5-5
EAST-6-8
EAST-7-1
EAST-8-4
EAST-9-7
EAST-10-10
SOUTH-0-0
SOUTH-1-9
SOUTH-2-8
SOUTH-3-7
SOUTH-4-6
SOUTH-5-5
SOUTH-6-4
SOUTH-7-3
SOUTH-8-2
SOUTH-9-1
SOUTH-10-10
WEST-0-0
WEST-1-7
WEST-2-4
WEST-3-1
WEST-4-8
WEST-5-5
WEST-6-2
WEST-7-9
WEST-8-6
WEST-9-3
WEST-10-10
# Skulls, atleast wall mounted ones. floor mounted ones are constant 1
# rotation for those is done via tileentity, codebased by Ruins
# N E S W = 2 4 3 5
BlockID=skull
EAST-2-4
EAST-4-3
EAST-3-5
EAST-5-2
SOUTH-2-3
SOUTH-4-5
SOUTH-3-2
SOUTH-5-4
WEST-2-5
WEST-4-2
WEST-3-4
WEST-5-3
# Quartz Pillars
# 0,1 alldirectional, 2 vertical, 3 north-south, 4 east-west
BlockID=quartz_block
EAST-3-4
EAST-4-3
WEST-3-4
WEST-4-3
EAST-4-8
EAST-8-4
WEST-4-8
WEST-8-4
EAST-0-3
EAST-1-0
EAST-2-1
EAST-3-2
WEST-0-1
WEST-1-2
WEST-2-3
WEST-3-0
SOUTH-0-2
SOUTH-1-3
SOUTH-2-0
SOUTH-3-1
BlockID=pixelmon:Trading Machine;pixelmon:CloningMachine
WEST-0-1
WEST-1-2
WEST-2-3
WEST-3-0
WEST-9-12
WEST-12-10
WEST-10-11
WEST-11-9
SOUTH-0-2
SOUTH-1-3
SOUTH-2-0
SOUTH-3-1
SOUTH-9-10
SOUTH-10-9
SOUTH-11-12
SOUTH-12-11