Commit graph

1113 commits

Author SHA1 Message Date
CovertJaguar
3a8c0f95c8 Significant rework of API
Moved everything not needed out of API package.
Rewrote BlockHandler and BlockSchematic to be more NBT dependant.
2013-07-01 05:40:51 -07:00
CovertJaguar
4a1469a055 Convert TileQuarry and EntityRobot to new API
Note this breaks the builder.
2013-06-30 17:49:20 -07:00
CovertJaguar
705798b744 Fix Iron Engine heat issues 2013-06-30 17:44:47 -07:00
CovertJaguar
6cdf94b109 First iteration of BlueprintBuilder
Some significant hurdles remain to be overcome in regard to how the
BlueprintBuilder interacts with EntityRobot.

Also, rotation and builder positioning is a massive headache that still
needs to be tackled.
2013-06-30 06:09:44 -07:00
CovertJaguar
2e4f27ba6a Merged Power into Builder 2013-06-30 00:48:33 -07:00
CovertJaguar
fd73836a67 Add Blueprint and Serialization
Also renabled the Builder for testing purposes.
2013-06-30 00:46:15 -07:00
CovertJaguar
b1041e19d6 Some minor bits 2013-06-29 03:22:55 -07:00
CovertJaguar
593d889468 Fixed Legacy code 2013-06-29 02:21:54 -07:00
CovertJaguar
f92576ed36 Forgot a minor bit the alt impl 2013-06-29 01:37:41 -07:00
CovertJaguar
b25b08c827 Engine rewrite
Killed Engine class, merged into TileEngine and subclasses.
Converted to Forge rotation API.
Split heat from stored energy and set proper temp bounds.
Rewrote IronEngineCoolant API, changed to degree based temp reductions
(its 0.0025 times the previous values). Added support for solid coolants
(they have to melt into a liquid coolant, like Ice to Water).
There is a commented out alternative implementation for constant power
output instead of pulsed.
2013-06-29 01:33:21 -07:00
CovertJaguar
f9374eb0e5 Fixed Wooden Item and Liquid Pipes 2013-06-27 14:33:33 -07:00
CovertJaguar
c8db1dcb19 Merge branch 'master' into power 2013-06-27 13:49:31 -07:00
CovertJaguar
12de71213a Convert Pipe Icon Prov to enum
And fixed a issue with the PowerProvider casting objects to TileEntities
that aren't TileEntities. Fixed by adding a getWorldObj() function to
IPowerReceptor.
2013-06-27 13:10:01 -07:00
CovertJaguar
42181dbc7f Remove min check on receive
The check broke pipes
2013-06-26 08:50:25 -07:00
CovertJaguar
1d7e160d2f Some cleanup 2013-06-26 08:35:34 -07:00
CovertJaguar
080a4d6ca4 Added bounds checks for set 2013-06-26 08:22:19 -07:00
CovertJaguar
fe6d2e6b3a Add some Javadocs 2013-06-26 08:02:05 -07:00
CovertJaguar
2b5dc5c9ff Minor stuff 2013-06-26 07:29:32 -07:00
CovertJaguar
b92c81f638 Changes for KL and cpw
Added set/add for KL

Added perdition calculator for cpw
2013-06-26 07:26:07 -07:00
CovertJaguar
91a3ac95c6 Don't need to pass receptor, already have it 2013-06-25 20:54:21 -07:00
CovertJaguar
2d281c56d1 Opts 2013-06-25 20:25:03 -07:00
CovertJaguar
73aa6260a6 Removed update return value, meaningless, unused 2013-06-25 20:21:01 -07:00
CovertJaguar
475d6cd2f5 Make receptor public 2013-06-25 20:08:22 -07:00
CovertJaguar
013fe4ecb4 Possible Tickless compatible system PowerProvider
doWork() callback is now handled in receiveEnergy() as well as in the
tick update. So you can respond more effectively even if you don't want
to tick.
2013-06-25 19:46:07 -07:00
viliml
1d0a902217 Update BlockQuarry.java
Fixes https://github.com/BuildCraft/BuildCraft/issues/972
2013-06-25 19:31:28 +03:00
CovertJaguar
4f6ba954cd Better connection rules 2013-06-25 05:23:41 -07:00
CovertJaguar
8d1b33b268 Pipes won't connect to a receptor with no provider
And a tweak to powerRequest()
2013-06-25 01:29:11 -07:00
CovertJaguar
1f8c9f78ee Power API rewrite
PowerFrameWork is gone.
PowerProvider is final.
Can have multiple PowerProviders (one for each block side).
PowerProviders can either accept power from pipes or they can't, defined
in constructor.
Removed a bunch of excess code that just cluttered the API.
2013-06-25 01:00:24 -07:00
CovertJaguar
ee02561cd0 Adjust pump for new default 2013-06-24 21:22:45 -07:00
CovertJaguar
b223fd4440 Increased default power perdition to 1 MJ/t 2013-06-24 21:15:49 -07:00
CovertJaguar
8b6546a8bd Fixed Power Request Trigger
Its now restricted to Wooden Power pipes.

Before:
The trigger was useless because it was triggering off the powerQuery
array which was always true so long as there was any device on the
network requesting power. This made it rather useless for scaling
production to demand.

After:
It now triggers whenever the Wooden Power Pipe's internal power buffer
drops below a certain point. This however required a modification of the
wooden pipe's internals because it was getting stuck in the "Off" state
due to how it handled transferring power from the buffer to the pipe
network.

Anyway, it works now and is somewhat useful.

Note: The Wooden Power Pipe's internal buffer stores 1500 MJ, this was
true even before this commit.
2013-06-24 21:02:48 -07:00
CovertJaguar
5f58280e5f Merge branch 'master' of https://github.com/BuildCraft/BuildCraft 2013-06-24 18:15:06 -07:00
CovertJaguar
c50847c196 Added two new Power Pipe Triggers
Requests Energy: Activated when the pipe has an active power request.
Use to allow your network to respond to demand dynamically.

Energy Overloaded: Activated when the pipe turns red, in case anyone
wants to know when that happens.
2013-06-24 18:13:54 -07:00
Christian
22b202fb25 Fix single energy pulse 2013-06-24 20:22:31 -04:00
CovertJaguar
318eb5c4a7 Crafting generally ignores NBT, we should too
Let the recipe decide.
2013-06-24 06:13:15 -07:00
CovertJaguar
fb374cf7fc Increased Mining Well cost per block
Its now the same as the quarry, 60 MJ per block.

Also tweaked power provider settings on the Mining Well and Quarry to
prevent smaller engines from being unable to overcome the maintenance
drain.
2013-06-24 05:43:27 -07:00
CovertJaguar
0882dadce3 Fixed a bug that was causing pipes to leak excess
This is an interesting commit, it not only fixes the RS Cells
(@King_Lemming) it also makes it so the network can respond to demand as
needed by shutting down overheating engines, since the pipes won't
accept power now unless something is requesting it.
2013-06-21 17:28:22 -07:00
CovertJaguar
cdebf25a03 Cleaned up engine power display 2013-06-21 17:13:54 -07:00
CovertJaguar
fc0df8e84f Removed a bit of unneeded code in the Wood PPipe
@King_Lemming this will break compat with RS Cells because you're doing
it wrong. Don't use powerRequest() like that and don't ignore the return
of receiveEnergy().

PS. It was already broken because the cell was just throwing power away
because it was ignoring the return of receiveEnergy().
2013-06-21 16:44:07 -07:00
CovertJaguar
951292da37 Reduce Oil chance in deserts, etc...
Blame this one on myst's flatlands.
2013-06-21 04:31:17 -07:00
CovertJaguar
1e3d704fd4 ACT can handle damagable items correctly now
Note it still can't (and probably won't ever be able to) handle
wildcarded subtypes like different colored wool.
2013-06-21 03:14:28 -07:00
CovertJaguar
821605b71d Fix for Refinery not accepting power 2013-06-19 21:23:43 -07:00
CovertJaguar
d4c5452a1c Added Power throughput tooltip to power pipes 2013-06-19 17:48:24 -07:00
Player
4f740be088 Assembly Table: prevent planning recipies multiple times 2013-06-19 10:28:48 +02:00
Player
50efde2217 Assembly Table: use currentRequiredEnergy to scale the progress bar 2013-06-18 23:31:29 +02:00
CovertJaguar
32bab2251e Mining Well should break pipes when invalidated 2013-06-18 03:14:19 -07:00
Player
0c6ad8f247 fix last commit, wrong texture sheet 2013-06-16 22:01:21 +02:00
Player
1e0d1eb750 Add fallback to the missing icon while rendering pipes in the inventory 2013-06-16 21:51:20 +02:00
CovertJaguar
a0f57c57ca Wooden Power Pipes now add power to themselves...
...instead of their neighbor. The result being that they are constrained
by the new limits and that they actually render the power flow in
themselves.

Wooden Pipes are set with a input cap of 32 MJ/t, buffed from the
previous effective limit of 29 MJ/t.

Note that this also effectively adds a 32 MJ/t pipe that can be used for
limiting flows.
2013-06-15 16:27:43 -07:00
CovertJaguar
40b8c72ada Added rotation helper 2013-06-14 23:19:56 -07:00