Commit graph

141 commits

Author SHA1 Message Date
SirSengir
05b8bf355c 4.0.1 build. 2013-08-09 10:05:08 +02:00
SirSengir
78769e52a7 Merge branch 'mc16' 2013-08-08 08:45:59 +02:00
SirSengir
1aa8009f81 4.0.0 build. 2013-08-08 08:42:24 +02:00
CovertJaguar
81b2c7043a Merge mc16 into master 2013-08-07 14:54:17 -07:00
SirSengir
358b58321a Fix missing default perdition calculator. 2013-08-07 16:05:04 +02:00
CovertJaguar
fad6b9f469 Adjust Iron Fluid Pipe Texture to match Item Pipe 2013-07-31 15:16:18 -07:00
CovertJaguar
0909ed9875 Update lang file with new blocks 2013-07-25 00:19:45 -07:00
CovertJaguar
9fcf4044e0 Added direction triggers to Iron and Daizuli Pipes
Someone made these nice icons and never used them!
2013-07-24 17:59:13 -07:00
CovertJaguar
50d9a1814a Added Daizuli Pipe
The Daizuli Pipe is similar to a Iron Pipe, except it only routes
matching colored itemstacks that have been painted by a Lapis Pipe.

The color can be set via Gate Action or via shift-click with a Wrench.
2013-07-24 14:39:07 -07:00
CovertJaguar
f457df7ced Add Flood Gate Texture
Provided by laz2727, many thanks!
2013-07-24 05:16:50 -07:00
CovertJaguar
e66ed0d900 Add Lapis Pipe Actions
Icons provided by tommy__123__, many thanks!
2013-07-23 23:27:36 -07:00
CovertJaguar
83431cebf0 Added Lapis Item Pipe
This pipe paints passing items pretty colors.

TODO:
Add support to Diamond Pipe for painted items.
Add actions to set the Pipe color.

NOTES:
This required way more changes to the Pipe code that it should have.
2013-07-23 21:48:51 -07:00
Andrew Hill
45964dde3a Liquid -> Fluid 2013-07-23 12:02:16 +10:00
CovertJaguar
21920e1556 Fix liquid textures 2013-07-17 13:43:34 -07:00
samoht-2401
9e6e198794 Get things running / New 1.6 ressource directory
Modified some little things in order to be able to compile.
The new ressource organization is added too.
2013-07-17 18:54:04 +02:00
CovertJaguar
3a9acc3490 Merge pull request #980 from ZeroLevels/master
Image optimization.
2013-07-16 14:34:37 -07:00
CovertJaguar
96ac7f6bf4 Rename pipes appropriately 2013-07-12 16:44:54 -07:00
SirSengir
1b186df3f8 Changes for 3.7.2 build. 2013-07-12 09:33:15 +02:00
CovertJaguar
55c4abac12 Merge branch 'master' into power 2013-07-02 06:50:45 -07:00
SandGrainOne
370c33ee70 Adding FilteredBuffer 2013-06-29 19:03:36 +02:00
Zero
700fc14b85 Optimized image files. Saved 72.80 KB (47.86%) 2013-06-29 09:25:39 -04:00
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
SirSengir
01c4767727 Merge branch 'master' of github.com:BuildCraft/BuildCraft 2013-06-27 17:36:04 +02:00
SirSengir
3601df84df Changes for 3.7.1 build. 2013-06-27 17:35:40 +02:00
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
SirSengir
f85015a61c Changes for 3.7.0 build. 2013-06-21 13:55:25 +02:00
CovertJaguar
7a320cbba0 Added progress bar to ACT 2013-06-13 15:09:55 -07:00
CovertJaguar
69736013e6 Minor rework of ACT (Laser)
Split inventory into input/output sections.

Added support for retrieving ingredients from neighboring inventories.
Yes, this means crafting chains are possible.

Various other minor tweaks to when it requests power, how it decides it
has everything it needs to craft, etc...
2013-06-12 21:39:55 -07:00
CovertJaguar
ad2ead2e89 Added Quartz Pipes
Item and Power.

Item Pipe won't connect to Stone or Cobblestone and has half the
friction of Stone.

Power Pipe takes the place of Gold (64 MJ/t) and bumps Gold and Diamond
up to 256 MJ/t and 1024 MJ/t respectively. Expanding the upper tier
power distribution capacity.

Various textures adjusted to keep pipes distinct.
2013-06-12 19:26:46 -07:00
SirSengir
400cde7d78 Made TileAssemblyTable aware of OreDictionary. 2013-06-12 19:40:52 +02:00
CovertJaguar
5760844dae Added Horizon Filler Pattern
This pattern is basically the old Flatten pattern that would clear all
the way to the sky.

Recipe
GGG
GGG
BBB

Flatten got a matching recipe:
GGG
BBB
BBB
2013-06-12 06:43:15 -07:00
CovertJaguar
379acd1b58 Clean up pipe textures a bit 2013-06-12 06:13:48 -07:00
CovertJaguar
8f7292ec06 Power Pipe rework
Explosions are gone, loss over distance is gone.

Added two new Power pipes, Cobble and Diamond.

All pipes have much smaller max throughput:
Cobble = 8 MJ/t
Stone = 16 MJ/t
Gold = 64 MJ/t
Diamond = 256 MJ/t

The power display will turn red if a pipe has hit its max capacity. You
can use smaller pipes to throttle certain parts of your power net.

Machines are more lossy now to make up for the lossless pipes. Expect
low power draws even when idle.

Also added on/off Gate action support to lasers and ACTs.
2013-06-12 02:35:15 -07:00
SirSengir
e22bc0b381 Changes for 3.6.0 build. 2013-05-30 15:21:43 +02:00
CovertJaguar
2451b6925f Complete reimagining of the ACT
Renamed "Auto Workbench" to reduce confusion with the "Advanced Crafting
Table".

Once again I barrowed liberally from Railcraft. This time from the
Rolling Machine. You will recognize the new GUI.

Auto Workbenches are 100% compatible with vanilla Hoppers, or whatever
you want to use to interface with it. It no longer implements
ISpecialInventory at all. Even RP2 would work with it now.

Implemented the same "Sample Output" vs "Real Output" design that the
Rolling Machine uses. If there are enough items to craft multiple times,
it will craft automatically. But if there are only enough items for one
craft job, you must click the sample output slot to start the process.
Separating the display from the output helps reduce the complexity of
the code by a large factor.

Banned all items that can't stack or that have containers from being
used in the Auto Workbench. Supporting these types of items is the major
reason the previous version was so buggy. The Advanced Crafting Table
does a much better job with that kind of thing, use it instead.

Crafting now has a time cost. It take 256 ticks to craft an item. Unlike
the Rolling Machine, it DOES NOT require power.

Removed ability to pull from adjacent inventories. Its laggy, complex,
and unnecessary now. If you need more capacity, use a Hopper or Chute.
2013-05-28 18:50:03 -07:00
CovertJaguar
0a18ae34ff Adjusted Shift code to support Phantom slots
Yes, this also was stolen from Railcraft. Its also much more robust than
the code BC was using.
2013-05-27 18:08:17 -07:00
CovertJaguar
ee16c288aa An attempt to create a chunk spanning gen algo
This is mostly just a proof of concept, Oil doesn't really need it.
2013-05-16 08:20:50 -07:00
CovertJaguar
0d392a1b6e Major Backport of Button code
I recently did a major overhaul of Railcraft's button code for some
upcoming features. Figured I backport it to Buildcraft as well.

Texture information was abstracted into an easily swapped object.
Multi-Buttons can now have different textures for each state.
Added tool tip support for all buttons (with mouse over delay!).
Added textures and states for a "Lock" Multi-Button.
Greatly reduced code duplication.
2013-05-15 04:17:26 -07:00
SirSengir
d0a7b7b304 Changes for 3.5.3 build. 2013-05-12 13:44:24 +02:00
SirSengir
722a3837bf 3.5.2 build changes. Removed SidedInventoryAdapter.java to cut down on helper classes. 2013-05-12 08:19:28 +02:00
Krapht
b1ed48da37 Added plug item and item renderer 2013-05-07 19:03:03 +02:00
SirSengir
27a7d1e3eb Changes for 3.5.1 build. 2013-05-03 16:42:41 +02:00
CovertJaguar
bd6024a53f More improvements to Oil Gen
Oil Lakes can no longer only spawn in sand. Added IMC calls for Lakes
and excluded Biomes.
"oil-lake-biome" and "oil-gen-exclude", both take the BiomeID as an
argument.

Increased specular highlights on Oil texture, you shouldn't have to jump
in the pool to tell the difference between lighting glitches and oil
anymore.

Oil Lakes now have 50% chance of being 2 blocks deep. Improved gen to
prevent floating trees, etc.

Oil Wells should no longer gen in mod added trees.
2013-05-02 04:19:33 -07:00
CovertJaguar
c61daa06a5 Added Oil Springs
Spawns an infinite Oil Spring at bedrock under 25% of large Oil Wells.
This Spring slowly produced more oil over time.

More balance testing needed, but I need to fix that damn Redstone Engine
bug first.
2013-05-01 13:31:18 -07:00
CovertJaguar
437a870ab0 Merge pull request #791 from viliml/master
Added default textures for the refinery and hopper
2013-04-29 12:03:13 -07:00
CovertJaguar
a54e4ec386 Renamed Hopper to Chute as discussed 2013-04-27 17:03:06 -07:00
Vilim Lendvaj
cd77d401a8 Forgot one 2013-04-27 12:19:20 +02:00
Vilim Lendvaj
84a7076b3a Added textures for the refinery and hopper 2013-04-27 11:06:33 +02:00
CovertJaguar
2a46bf1954 Added RC's button templates
Feel free to use/rewrite/delete as you see fit.
2013-04-21 14:06:37 -07:00
Vilim Lendvaj
58a197b201 Added default textures for engines 2013-04-21 12:35:53 +02:00