Commit graph

365 commits

Author SHA1 Message Date
DarkGuardsman
13ee4eb594 Created a system to load default groups into machines 2013-10-26 18:55:19 -04:00
DarkGuardsman
dbf141b7e5 Fixed owner group being null 2013-10-26 18:24:16 -04:00
DarkGuardsman
fd2db61d08 Added shears to common tools item 2013-10-25 22:52:46 -04:00
DarkGuardsman
b4f7abfae6 Fixed some critical recipe conversion errors 2013-10-25 22:28:53 -04:00
DarkGuardsman
c032625573 Started on switch and detector wires 2013-10-25 22:14:02 -04:00
DarkGuardsman
c22c3fb9be Added to the ore parser and added configs for it
Since i added way to force other mods items to convert to mine i added
config to prevent this. In the rare case that a mod has an oreXXX that
doesn't convert to ingotXXX
2013-10-25 21:57:08 -04:00
DarkGuardsman
7c718fe908 Steel and bronze dust recipes 2013-10-25 21:41:34 -04:00
DarkGuardsman
f8dfdeb2f5 Updated galacticraft api 2013-10-25 05:53:20 -04:00
DarkGuardsman
1e952c621a Attempting to force item nbt to send to client 2013-10-25 05:29:32 -04:00
DarkGuardsman
0304fb66f7 worked a bit on ores and processor ore parser 2013-10-25 05:23:58 -04:00
DarkGuardsman
6a6c751f55 Actually added ore dictionary parsing to ore processor
Should increase mod compatibility though at the cost of all ore items
turning into DM items
2013-10-25 03:31:56 -04:00
DarkGuardsman
23f19c17a4 Auto-Sync 2013-10-25 03:15:51 -04:00
DarkGuardsman
1d708b9a33 Worked on recipes 2013-10-25 03:02:00 -04:00
DarkGuardsman
d723e52bbb Added a few methods to entity dictionary 2013-10-23 16:53:10 -04:00
DarkGuardsman
7a2675ac22 Toyed with the idea of XML help pages
Its a very good idea but a bit harder than i though. I'm going to have
to get very creative with what i can pull from the game. Including how i
want to handle textures as they need to be loaded in a way both the mod
can use and later a website design. Though i want to avoid having the
xml file be packaged with textures inorder to work.
2013-10-23 16:47:18 -04:00
DarkGuardsman
e60a78b9e0 Toyed with wrench 2013-10-23 13:16:48 -04:00
DarkGuardsman
c38354b890 Cleaned up Heating code for thermal couple 2013-10-23 08:58:39 -04:00
DarkGuardsman
cbba4fe310 Balanced ore generators to vinalla ores
Took some time to find were the generator stores its values but i found
them and matched them up. I might come back to this later and create a
master ore generator config to override vinalla ores
2013-10-23 08:42:02 -04:00
DarkGuardsman
1b2eafe506 Added New tab and changed tab icons 2013-10-23 08:31:45 -04:00
DarkGuardsman
baaccba6ea Possible fix for ore generation 2013-10-23 08:31:32 -04:00
DarkGuardsman
23a4f53380 Toyed with heat couple 2013-10-22 21:14:50 -04:00
DarkGuardsman
f6e6d5bf56 ... 2013-10-22 19:21:45 -04:00
DarkGuardsman
4d12e4affe Possible fix for 'inconvertible types' error
Not sure if it will fix it as eclipse had no issue with it at all.
However, jenkins threw up red flags when trying to compile the code.
2013-10-22 17:53:45 -04:00
DarkGuardsman
7ab3936e72 Auto-Sync 2013-10-22 17:17:23 -04:00
DarkGuardsman
adc46d3345 Item clean up and change in item registration 2013-10-22 15:51:24 -04:00
DarkGuardsman
116ac28a22 Created texture for all tools, though still working
Did actually texture the aluminum tools and got a simi good look out of
them.
2013-10-22 12:46:59 -04:00
DarkGuardsman
f286935a2f Worked on the tool some more and started on textures 2013-10-22 10:27:15 -04:00
DarkGuardsman
769156e9cb Fixed issues with tools
There were several issues were i over looked how the tools worked. Main
one was canHarvest as i forgot the method and needed to use a forge
version to get it to work correctly. It not works though i'll need to
fine tune it some more.
2013-10-22 09:43:00 -04:00
DarkGuardsman
25d0a4e876 Mostly finished basic hand tools
Still need to test them, do the textures, and lang files.
2013-10-21 11:56:19 -04:00
DarkGuardsman
2f5cd2a767 Worked on tools 2013-10-21 10:14:20 -04:00
DarkGuardsman
329c24fc0e Changed tool class name 2013-10-21 09:18:18 -04:00
DarkGuardsman
d967bd60dd Starting on transformer 2013-10-21 09:04:43 -04:00
DarkGuardsman
63b3c2001d Wire idea and new network design start
Read wires.txt for notes on new wire design. As for network i'm going to
create a way to store multi-networks in a block to allow for more
advanced control.
2013-10-21 09:04:31 -04:00
DarkGuardsman
048b398a63 Made an item loader 2013-10-20 17:46:36 -04:00
DarkGuardsman
24257c0c99 Added a recipe load method to mod prefab 2013-10-20 17:10:04 -04:00
DarkGuardsman
0d87f91c70 Worked on new access system 2013-10-20 12:38:01 -04:00
DarkGuardsman
cbe12e64db Did a bit of work on new user access system 2013-10-19 22:01:29 -04:00
DarkGuardsman
68b67bfc92 Toying with terminal and access stuff 2013-10-19 12:54:58 -04:00
DarkGuardsman
d7dc835aef Worked on a few things 2013-10-18 21:07:32 -04:00
DarkGuardsman
31e3c83dd9 Added Object load/save to NBTFileLoader
Helps with loading object were they are save/loaded without knowing the
exact data type.
2013-10-17 02:47:32 -04:00
DarkGuardsman
0a11559d6e Added a angle to forgeDirection method to math helper
Was used in the armbot and looks like a very useful method.
2013-10-17 02:46:18 -04:00
DarkGuardsman
6f1131653c Created tryToParse methods in UnitHelper
Should help convert an object into the value type. Mainly used for
string conversion though it also works on other basic types.
2013-10-17 02:45:42 -04:00
DarkGuardsman
a2a1749b22 Added a constructor to the blockmachine 2013-10-13 04:14:32 -04:00
DarkGuardsman
784e05ef30 Added to the object reg 2013-10-13 04:14:22 -04:00
DarkGuardsman
95c6fa1b85 API update 2013-10-12 06:12:59 -04:00
DarkGuardsman
fba2cfcd8d Auto-Sync 2013-10-09 12:25:34 -04:00
DarkGuardsman
b5fd22ff24 Corrected issues with filling fluid blocks 2013-10-08 06:54:32 -04:00
DarkGuardsman
d620e24ba0 Worked a bit on a new terminal system
This is more of me starting back up on global access lists for sentry
guns and chests. The idea right now is to create a system like bukkit
plugin permissions has. In which a player can create a group, assign
command node, and then assign players. As well can assign direct command
nodes to the player user instance. These groups will be managed from a
GUI that can be access anytime. The data will be saved to a NBT file in
the map, and can be access by any object. Objects will not save a copy
of the list but will request it to be loaded.
2013-10-08 06:11:43 -04:00
DarkGuardsman
5c1d3bdb48 Toyed with a unit conversion and string creator 2013-10-03 02:27:25 -04:00
DarkGuardsman
bd07aca95d Added imperial unit enum 2013-10-03 01:54:21 -04:00
DarkGuardsman
c2218ada40 Added a bunch of measurement unit enums
Not sure why but i decided to work on these. I know i'll end up using
them but not sure why i decided to make them now.

Converted UE Eletrical Display into two separate classes for my use.
EletricUnit enum, and MeticUnit enum.

Added enums for force, pressure, temperature. Force is filled out but
not completed. As well each of these are missing more units but the main
ones are there.
2013-10-03 01:31:05 -04:00
DarkGuardsman
94632ab515 Filled in a few more heating values for chemicals
Tbh i'm done for now as i need to think of a fast way to do this.
Possibly i might just want to consider only filling in the elements i
plan to use. Eg Fe, Ag, Au
2013-10-02 23:44:46 -04:00
DarkGuardsman
3fb9bf6b05 Merged Themal into Element enum
Did say i was going to do it. As i started to work down the list i
realized even though its hard to read its better this way. Still need to
test how much this impacts the system and if i should turn it into a
data base instead.
2013-10-02 23:15:47 -04:00
DarkGuardsman
a2d0817e44 Added all the densities for the elements
Well at least for those that actually have densities. Some of these
element are man made and don't really exist. So i assume there density
has never been measure or are not public knowledge yet. Either way i
have no use for most of this data so it doesn't bother me. The data i
need is the common elements the rest was just added to have a complete
periodic element list.
2013-10-02 22:58:47 -04:00
DarkGuardsman
d793d51288 Worked on chem element enum some more
Added room phase state to each as well classification to each. Generally
will not be used as much though i might handle how each work as a fluid.
2013-10-02 22:10:00 -04:00
DarkGuardsman
4457d96b97 This is going to take a while
Once done this enum will be worth the time. However, its going to take a
lot of time to flush out all the information. As well i still need to
add math helpers to calculate all the formulas that go with these.
2013-10-02 04:42:58 -04:00
DarkGuardsman
50b1dcabcd Started on ChemThermal enum
I might just merge this with chemElement enum when finished. However,
for now its a bit hard to work with just one. So i started to create a
version just for thermal properties. Main use for my mods will be
heating values.
2013-10-02 04:21:50 -04:00
DarkGuardsman
d70f858392 Filled out basic info for each element
Ctrl+v for the win. I honestly copied the data out of a csv file and
manually added the ( " , to each line. Honestly this was a stupid move
as i could code something to read and import that csv file. Though i'm
looking to create a code based version. I still need to at least add
density per element and then heating values for the ones i plan to use.
2013-10-02 04:01:14 -04:00
DarkGuardsman
f60df4fa9b Worked more on my chem element enum
I wish i found a pre-made one online but it looks like i need to make
one by hand.
2013-10-02 02:48:02 -04:00
DarkGuardsman
56b801a9cb Started work on a enum to contain element data
Plan is to include all elements from the periodic table with as much
information as possible per elements. This might get long so i might
want to consider constructing a data base that will be parsed per use.
That way only a few elements are loaded into memory instead of over 255.
2013-10-02 01:00:07 -04:00
DarkGuardsman
09952ce675 Started work on heat based machines
I was going to just work on and release the coal gen as a self contained
generator. Instead i'm going to make it a 2+ part system. The system
must contain a heat produce, and heat collector. It can also include
block to help contain, move, and maintain the heat.
2013-10-02 00:58:55 -04:00
DarkGuardsman
6ab0c8f188 CleanUp 2013-09-27 19:03:11 -04:00
DarkGuardsman
bbd334284c added to math helper 2013-09-27 18:56:56 -04:00
DarkGuardsman
53ca79a784 Updated packet handler
Changed it to actually use ISimplePacketReceiver instead of
TileEntityMachine prefab having a sub class to handle it. Shouldn't
really change anything but does reduce a little bit of code
2013-09-27 18:56:46 -04:00
DarkGuardsman
759e227e40 Toyed with rendering options 2013-09-25 16:37:06 -04:00
DarkGuardsman
11a2ac41b1 Toyed with a new way to register TileEntitySpecialRenderers
The idea is to let the object being registered control all aspects of
how its registered. This started with the blocks adding config files,
disabling themselves, and loading their own tile entities. Now i'm
working on having the tile entities register their own renderers, and
have configs as well. Give that the registration is actually handled by
the ModObjectRegistry and the object just provided the data instead of
the mod class.
2013-09-24 11:22:12 -04:00
DarkGuardsman
fea5d199b9 Got Inf Fluid debug block working 2013-09-23 15:03:38 -04:00
DarkGuardsman
5f3240adef Moved some classes to a non minecraft package
These are not directly related to minecraft and i might plan to use them
in a future project
2013-09-23 15:03:29 -04:00
DarkGuardsman
9543e46c0b ChangesToPairClass 2013-09-23 13:35:59 -04:00
DarkGuardsman
a03af80087 Cleaned up connection helper 2013-09-23 13:35:09 -04:00
DarkGuardsman
c8212e763c Moved entity fake block to entity package 2013-09-23 13:34:58 -04:00
DarkGuardsman
dae3de5f57 Created an interface for debug blocks
For later use mainly
2013-09-23 13:34:43 -04:00
DarkGuardsman
2a1b375597 Worked on Inf Fluid debug block 2013-09-23 13:34:24 -04:00
DarkGuardsman
91cb7c22a2 UpdatedToNewForgeVersion 2013-09-23 12:09:59 -04:00
DarkGuardsman
c590609db2 Working on a way to load mod dependencies
Based off chicken bone's core mod.
2013-09-23 10:59:10 -04:00
DarkGuardsman
9173bcd5a9 Not sure why this didn't sync 2013-09-22 00:09:55 -04:00
DarkGuardsman
eb8dba750e AutoSync 2013-09-22 00:07:10 -04:00
DarkGuardsman
b4b8f857d1 ReworkedExtraInfoLoading 2013-09-22 00:05:24 -04:00
DarkGuardsman
86adce5ada Pre-Implements options to disable renderers
Since some computer, which includes mine, don't play well with a lot of
blocks rendering its best add configs to disable major graphics of the
mod.
2013-09-21 23:32:19 -04:00
DarkGuardsman
913618afe6 Started work on electric furnace model 2013-09-21 23:31:10 -04:00
DarkGuardsman
53d7db3c5a Reworked recipe system 2013-09-21 22:22:46 -04:00
DarkGuardsman
4a2dd3eca1 Added metal fragment textures & other crafting 2013-09-21 22:22:33 -04:00
DarkGuardsman
c9b7e5be06 Worked on player crafting recipes 2013-09-21 19:34:17 -04:00
DarkGuardsman
11f35acabe Added the ability to remove salvaging options
In some cases this will be needed especial when other mods work with
mine. I'll need to make a system so users can add item to the processor
black list.
2013-09-21 19:04:24 -04:00
DarkGuardsman
c7c13330de Removed refined sand
Only used for crafting so i changed the recipes out for colored sand
instead.
2013-09-21 19:02:17 -04:00
DarkGuardsman
f1b508340b Worked on Colored Glass/Sand recipes
Correct the recipes
Reworked how they register
Added them to the processors
2013-09-21 19:01:25 -04:00
DarkGuardsman
04ba24f07a RemovedRecipeLoaderFromBlocks 2013-09-21 18:15:25 -04:00
DarkGuardsman
bc18a27763 Fixed power not draining 2013-09-21 18:03:49 -04:00
DarkGuardsman
9e38986f1e worked on processor recipes
There is a lot of work too do here.
2013-09-21 18:03:39 -04:00
DarkGuardsman
b378fc37bf created some vanilla recipes 2013-09-21 16:56:25 -04:00
DarkGuardsman
89944e03fc Worked on processor recipes
Also added damage output to normal processors so that some items don't
return in a clean form. Cases are for planks, ingots, plates, and some
blocks. This is to set the way for salvager machines later down the
road. In which will cost a lot and take a lot of time. Over normal
processor salvaging that will mess up just about anything that goes into
it.
2013-09-21 13:45:35 -04:00
DarkGuardsman
4e1204ed7b Worked on Ore enums & recipes a bit
Still have a lot of work to do but at least its better than nothing
2013-09-21 12:39:15 -04:00
DarkGuardsman
687a966992 reworked how ores are setup
Removed the dependency on using the material enum as it was adding ores
that should not generate which was causing a lot of issues. So to solve
this the block has its own enum set of ores it will work with. However,
i still need to reset the ore generator
2013-09-21 11:36:03 -04:00
DarkGuardsman
2daeec78cb removed debug from panels 2013-09-20 14:45:45 -04:00
DarkGuardsman
484882de9d Got solar panel output power 2013-09-20 14:44:58 -04:00
DarkGuardsman
99f8af9d5c abandoned annotion use on blockSolarPanel
tried to use the solar panel for a test of the annotion system for
registering tileEntities and loading block based configs. However, my
code could no get the annotions for use.  I will have to correct it and
retest it on another block.
2013-09-20 13:58:07 -04:00
DarkGuardsman
0884cb61dd Added solar panel 2013-09-20 13:48:57 -04:00
DarkGuardsman
b688548aa0 Cleanup 2013-09-20 12:03:51 -04:00
DarkGuardsman
07eb79cdd0 FixedIssuesWithRegistry 2013-09-20 12:01:52 -04:00
DarkGuardsman
5fe80517a7 reworked creative tabs for all mods 2013-09-20 12:01:00 -04:00