Commit graph

384 commits

Author SHA1 Message Date
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
DarkGuardsman
fda3a1de12 Added block Fluid from FM
block fluid prefab that is now used by the registry system to create new
fluid based blocks
2013-09-20 09:35:13 -04:00
DarkGuardsman
8a85d97ae8 BlockRegistryChanges 2013-09-20 09:34:13 -04:00
DarkGuardsman
775b153b68 Added system to detect annotations and use them
Untested but then again the entire registration system is so...
2013-09-20 08:52:37 -04:00
DarkGuardsman
657e3cddf9 Toying with annotations
Plan is to replace IExtraObjectInfo with annotations to be used in combo
with the new reflection based block registration system. Might try this
on a few more things and see were it goes.
2013-09-20 08:10:30 -04:00
DarkGuardsman
a72c06950e Reworked block registration system
Used reflection to create new block instances. This was done to prevent
disabled block from trying to take block IDs without doing a if
statement per block declaration. As well to make it a bit easier all
around to work with the system.
2013-09-20 07:35:52 -04:00
DarkGuardsman
9a3b774c03 Changed ColorCode.class
Plan is to go back to how i use to use it. This means fluid mechanic
pipes will remap and go back to using a nbt var to store their type and
color.
2013-09-19 00:04:53 -04:00
DarkGuardsman
90c98c3e1e Added GUI and containers for basic machines
Also from Basic Components but they are just temporary to get things
rolling. I do not plan to create release with this code. Most of it will
rewritten to support my collective block designs.
2013-09-19 00:03:57 -04:00
DarkGuardsman
0447aba123 removed unneeded inv code from furnace
Inventory is handles by the prefabs
2013-09-18 09:37:49 -04:00
DarkGuardsman
be1f8a4efb Started working on some basic machines
based on Old Basic Component machines. I do plan to rework every aspect
but am trying to maintain that same fill as the old machines. This is
why some of the code is copied so that the handling, and slot IDs match
up.
2013-09-18 09:22:41 -04:00
DarkGuardsman
528e0f465b moved a few files to api folder 2013-09-18 09:21:47 -04:00
DarkGuardsman
efc89bbbb6 Cleanup 2013-09-18 09:20:06 -04:00
DarkGuardsman
fa7c9cec5f Changed sendTerminalOutput to check active players 2013-09-18 08:11:45 -04:00
DarkGuardsman
8ff0262ce1 re-did packet system for terminal
Also moved access cod into TileEntityInv as i play to allow all GUI
based machines to be locked by the player.
2013-09-18 08:05:19 -04:00
DarkGuardsman
788d4e406e removed UE prefabs 2013-09-18 07:04:32 -04:00
DarkGuardsman
841d891aa3 reworked energy prefabs
Plan to do a lot more work as i want more control over how the tiles
work even at the basic layer.
2013-09-18 06:53:42 -04:00
DarkGuardsman
2009392405 dark-CleanupSync 2013-09-18 04:28:57 -04:00
DarkGuardsman
14073150e5 fixed Fluid item container helpers
At least i think i fixed it this time.
2013-09-18 04:25:26 -04:00
DarkGuardsman
a41c3c7117 Changed Fluid item handler to return right
The item handler for FluidHelper fluid item interaction now returns true
only if the itemStack changed. This way right click with non-fluid
container items will work.
2013-09-18 03:33:30 -04:00
DarkGuardsman
03ca8bde35 Fixed nbt and meta recipe output issue
meta for recipes that had no defined meta was getting set to max meta
value. This catches on that and sets its to zero. Later after i work out
other bugs i'll flip this to being random to allow for more complex
salvaging.
2013-09-17 16:14:00 -04:00
DarkGuardsman
509a5c661b Reworked ProcessorRecipe system to allow salvaging 2013-09-17 06:10:48 -04:00
DarkGuardsman
36a480b9c0 Added fill/drain fluid item helpers to fluid helper
Simple code to work with fluid container items.
2013-09-16 12:01:33 -04:00
DarkGuardsman
d48f24b73d Auto-Sync 2013-09-16 07:29:54 -04:00
DarkGuardsman
3954cedea9 cleanup 2013-09-14 09:18:44 -04:00
DarkGuardsman
a2c80f201b Added processor recipe from AL 2013-09-14 04:17:37 -04:00
DarkGuardsman
1bd7a3cad8 added battery check help to machine prefab 2013-09-14 01:32:54 -04:00
DarkGuardsman
2fd66e113b cleanup 2013-09-13 08:57:40 -04:00
DarkGuardsman
e27d5a75dc removed refresh code from network
unused and when it was it caused more errors that is was worth. Refresh
should be handled by world triggers anyways. Eg. blocks placed next to
network blocks.
2013-09-13 08:55:08 -04:00
DarkGuardsman
c1f99d46d3 re-did render code
Yes the fluid code is based off of Build Craft fluid render and has been
for a while. This is not a copy though as the code is not 100%
buildcraft and has been modified to meet my use of the code.
2013-09-13 08:29:36 -04:00
DarkGuardsman
dccac5415d sync 2013-09-13 07:55:18 -04:00
DarkGuardsman
48c24356d9 Created a simple Selective fluid tank prefab
Still need to do more work to make it selective when working with non FM
blocks. Right now it simple contains a basic fluid allow list.
2013-09-10 19:15:42 -04:00
DarkGuardsman
8f15c5357c cleanup 2013-09-08 18:56:25 -04:00
DarkGuardsman
4b55a3b648 Packet handler work 2013-09-08 05:17:02 -04:00
DarkGuardsman
b76756d691 fixed missing channel on MultiBlock 2013-09-08 02:44:02 -04:00
DarkGuardsman
c3730acf8e Hard coded config path into blocks
Not really a reason why i had a var on the constructor to change the
config path.
2013-09-08 02:28:51 -04:00
DarkGuardsman
a02246c163 Changed damageable tile stuff 2013-09-07 18:53:31 -04:00
DarkGuardsman
871bc0cf65 Updated meter electric readings
They now use UE display class to provide a cleaner output of reading
numbers
2013-09-06 04:48:28 -04:00
DarkGuardsman
d1cd75c612 Worked on power issues 2013-09-06 04:23:36 -04:00
DarkGuardsman
9fe604449b Added transport part of BuildCraft API 2013-09-06 02:31:44 -04:00
DarkGuardsman
80c7eb930f Corrected ItemParts names and icons 2013-09-06 01:18:41 -04:00
DarkGuardsman
81abfe2627 Correct textures and name loading 2013-09-06 01:05:37 -04:00
DarkGuardsman
113706820b Fixed debugBlock registering tileEntities 2013-09-06 00:54:06 -04:00
DarkGuardsman
d048d92da4 Worked on lang file a bit 2013-09-06 00:47:28 -04:00
DarkGuardsman
c950f24580 Worked on debug block a bit 2013-09-06 00:32:02 -04:00
DarkGuardsman
13815689a2 @SideOnly(Side.CLIENT) 2013-09-05 20:47:03 -04:00
DarkGuardsman
e1256face0 cleanup 2013-09-04 22:56:51 -04:00
DarkGuardsman
f6914b21e9 merged ilus element into core
100% optional content, everything can be disabled
2013-09-04 22:50:29 -04:00
DarkGuardsman
f96c6542cf fixed server crash 2013-09-04 22:23:11 -04:00
DarkGuardsman
d617d914e5 Added force and pressure to connection types 2013-09-04 22:23:05 -04:00
DarkGuardsman
1065f3e66e Changed ITileConnector
added a sub enum system to better ID connections.
2013-09-04 18:44:35 -04:00
DarkGuardsman
08c51bf14d Moved api stuff around 2013-09-04 18:43:26 -04:00
DarkGuardsman
f19ac591ae Added Ilus Element mod for merging
Content will be merged into the core as an optional decor block/item
set.
2013-09-03 17:24:43 -04:00
DarkGuardsman
933b4e44b4 Fixed proxy paths 2013-09-03 04:31:12 -04:00
DarkGuardsman
a41e3c02b1 Package change from dark-> dark.core
Makes it easier for the build script to ID the core files when all the
CoreMachine mods are combined together
2013-09-03 01:26:15 -04:00
DarkGuardsman
17e709638e Misc 2013-09-03 01:10:35 -04:00
DarkGuardsman
88def701dd Created called to the UE init methods
Didn't noticed that these needed called inorder to function correctly.
Though i guess the UE loader mod would have covered this for me its
better to be safe than sorry.
2013-09-03 00:18:00 -04:00
DarkGuardsman
a10a39a311 Changed how simple packets work
Instead of ints i've changed it to string IDs too allow for more defined
ids per tile. Should remove any issues with super tiles using the same
packet ID as the tiles that extend them.
2013-09-03 00:17:17 -04:00
DarkGuardsman
a7e0c9b6a2 Created first advanced config block
This will be the first block of many to have its own config file. The
idea when i created the BlockRegistry was to also implement a system to
allow blocks to declare custom configs. In other words allowing them to
define settings that can easily be linked to the block without large
config files.
2013-09-03 00:16:22 -04:00
DarkGuardsman
bd3b4e58b2 Place IColorCoded interface in ColorCode.class 2013-09-02 16:26:19 -04:00
DarkGuardsman
c3158aeb74 cleanup 2013-09-02 16:26:02 -04:00
DarkGuardsman
c7947817e7 Merge Fluid Helper classes
Honestly i might want to keep them apart but i'm running into too many
classes making it hard to work.
2013-09-02 15:39:38 -04:00
DarkGuardsman
9f34cb4748 Removed Matrix4 as it was unused/unfinished 2013-09-02 15:38:54 -04:00
DarkGuardsman
3e9849b45e Merge math helper classes 2013-09-02 15:38:40 -04:00
DarkGuardsman
c9a8298058 Place IAutoCrafter interface into AutoCrafting class
Looking at saving space plus its a one method interface
2013-09-02 15:30:46 -04:00
DarkGuardsman
5a563266cc folder rework 2013-09-02 15:28:00 -04:00
DarkGuardsman
29b0ce2e72 Worked on new way to register blocks
Idea is to create a flex-able system to handle block registration,
settings, features, and setup. This include calling methods to register
block ore names, tile entities, and extra settings configuration files.
2013-08-29 17:25:35 -04:00
DarkGuardsman
a66aa8e053 Testing an idea on how to handle block registry
This is both to help me do modding better as well to test how i want to
handle block creation in my game.
2013-08-28 16:54:44 -04:00
DarkGuardsman
75eeae764b move file location changes 2013-08-28 16:10:31 -04:00
DarkGuardsman
611f39dd6c Working on a handler to manage registering blocks
This will be connected to a more advanced config, id, and a few other
handlers. This way all block/items will be in sync when it comes to
creations, and handling.
2013-08-28 16:08:15 -04:00
DarkGuardsman
e8bbe5796f Moved files around
The ammount of files in this project are getting out of hand tbh. I will
need to sit down later and sort them all out and remove any that are not
needed.
2013-08-28 16:07:15 -04:00
DarkGuardsman
6007cc1561 Removed BlockWires dependency on BlockConductor
Mainly just copied the methods but its needed due to future changes to
these methods that were copied. Mainly the collision methods will need
to be redone when the logic is finished for lay down wires.
2013-08-28 15:13:55 -04:00
DarkGuardsman
1c57103d53 worked on naming vars in FXBeam
A lot of the vars are not named in this class and make it hard to work
on.
2013-08-28 15:12:40 -04:00
DarkGuardsman
07e2a7511a fixed Debug load and source blocks
This was honestly very stupid why it wasn't working. It all came down
the a method called getOutputdirections. Honestly why did this stupid
enumset stuff return when its a bad way to track connections. It makes
rotation more complex, and can connect is good enough to handle both.
Any complex connection mojo should be handled by the update tick or
custom mod method rather then by default be there.
2013-08-26 16:48:53 -04:00
DarkGuardsman
244e822678 Fixed crash with getting network power with meter
ElectricalPacket != float *facepalm*
2013-08-26 16:07:22 -04:00
DarkGuardsman
3cac33d96d Added IConductor support to multi-meter
To be honest adding support for all things electrical will take time.
Main focus is to cover the basic UE machines, and parts. Then i will
move on to IC2 and buildcraft support if its easy to test. As well i
might have to cover mekanism in case it doesn't use the UE interfaces
for its machines.
2013-08-26 16:03:12 -04:00
DarkGuardsman
088d7d6a38 Created Multi-meter functionality
Also fixed the textures
2013-08-26 15:52:49 -04:00
DarkGuardsman
972bb67835 Imported textures from FM, and minor work 2013-08-26 15:52:24 -04:00
DarkGuardsman
19b6c5ee8a renamed itemOre -> itemBlockOre
This was to help sort out the fact its an itemBlock and not just an item
2013-08-26 15:04:52 -04:00
DarkGuardsman
a6a94aa753 Move laser render effect calls to core proxy
Its for the best seeing as 3 mods needed this one method and all of them
use the core anyways.
2013-08-26 15:04:21 -04:00
DarkGuardsman
8719fae859 relocated a few render classes 2013-08-26 14:57:16 -04:00
DarkGuardsman
b0493ec3ac redid BC wire model and renderer
Honestly i have to say this was done poorly but then again i think this
render is left over from when UE started. Also this will need to be
redone some more later to prevent issues were the client sees a
connection different then the server. A simple boolean array sent by
packet should solve this issue later on.
2013-08-26 14:54:24 -04:00
DarkGuardsman
842b0f69d5 Temp using BC wire render
I plan to make a redpower like wire render later but first we need to
make it work. The render is just for visual aid rather than anything
else.
2013-08-26 14:36:25 -04:00
DarkGuardsman
d733dd6029 Fixed up configs
Removed the option to disable the extra tools due to no other mod really
having a pipe gauge.
2013-08-26 14:22:46 -04:00
DarkGuardsman
87bf46a2b6 Added item parts from Fluid Mechanics
This is not only to move the crafting parts to the core, but as well to
reduce down the need to create another part class for future items.
2013-08-26 14:16:16 -04:00
DarkGuardsman
e0bd6c3796 Added pipe gauge from Fluid Mechanics
The work to add it was actually implemented a while ago but i'm just now
getting around to registering the new tool class for it.
2013-08-26 14:01:03 -04:00
DarkGuardsman
f891904849 Starting wire creation 2013-08-26 13:34:01 -04:00
DarkGuardsman
053c4a2831 Worked on debug blocks
Fixed void block not sucking in fluids, as well it stalled out the fluid
network oddly
Added textures
Added TileEntity registry
2013-08-26 13:33:53 -04:00
DarkGuardsman
1cc40cf6dc Moved ItemBlockHolder over from FM mod
Designed to be a very simple ItemBlock class to be used with a block for
better metadata control.
2013-08-26 12:44:11 -04:00
DarkGuardsman
866c254aa7 Created debug blocks
Not tested nor really done yet. The idea in creating these is to provide
a sure way to test basic functions of machines. Since these debug block
are very simple no real issue should arise of the block failing.
2013-08-26 12:43:36 -04:00
DarkGuardsman
3f3c6f3679 Added a bit to NetworkSharedPower.class
Added safety measures to getEnergy and getMaxEnergy.
Added a method to get the amount of room to store more energy
2013-08-24 10:17:46 -04:00
DarkGuardsman
f5e588c861 Worked on prefab machine packet system
Added a basic packet handler system to the prefab TileEntityMachine
class to make sorting packet data easier for other tiles. This was
original part of assembly line but it seems more fitting to make it part
of the base prefab.
2013-08-24 08:02:00 -04:00
DarkGuardsman
c5c7a4c31d Worked on configs 2013-08-14 14:07:32 -04:00
DarkGuardsman
bbf5b92bec Added drop inv to BlockMachine
And somehow all the API files decided they wanted to binary change
2013-08-14 13:28:37 -04:00
DarkGuardsman
f23060f0c1 updated APIs 2013-08-08 09:35:27 -04:00
DarkGuardsman
95c0b099fb Added a helper to get Fluid levels in tanks
Useful for  tanks with multi-sub tanks per side
2013-08-06 11:30:35 -04:00
DarkGuardsman
794600d71f Added to tools set 2013-08-06 11:30:04 -04:00
DarkGuardsman
cec261a273 Worked on inv prefabs 2013-08-06 11:29:56 -04:00
DarkGuardsman
38e98bab59 Fixed a few issues with the is fillable methods 2013-07-30 23:10:13 -04:00
DarkGuardsman
d3c27ca6e9 Plan for the future
Later down the road i will need some wires for my machines. The idea is
to extends the UE one and insert several function to make it function
better.
2013-07-30 03:13:39 -04:00
DarkGuardsman
8d70cf177c Added to the drain block method
It now contains an extra update flag var allowing more control on how
the block is set after its was changes. This was mainly done to allow
the starter pump in FM to still function as an infinite water source
while drain several blocks at a time.
2013-07-30 03:12:58 -04:00
DarkGuardsman
4b9d5a8a14 Fixed some issues with NetworkShaedPower.class 2013-07-29 03:35:49 -04:00
DarkGuardsman
390562876c Added some contructors to TileEntityMachine
Mainly an easier way to set watt per tick, and max power stored.
2013-07-29 03:35:29 -04:00
DarkGuardsman
8e5e42d7bf finished up revised NetworkSharedPower 2013-07-29 02:45:14 -04:00
DarkGuardsman
e306156684 Added IPowerLess interface
Mainly worthless but is used to make it easier for other classes to
check if a tile runs without power. Example is in NetworkSharedPower
class were it need to check for to see if it can run power less based
off it network parts.
2013-07-29 02:35:10 -04:00
DarkGuardsman
4788e2d51a Worked on fill method in FluidHelper class 2013-07-29 02:33:09 -04:00
DarkGuardsman
38e0833a21 Added a read and write method to NetworkTile class
Should allow networks that extend this to read and write data from there
tiles when its called. Mainly used to store important info in tiles
while merging or splitting a network. However, it is used by
NetworkFluidTiles class in FM for reading/writing fluid volumes to the
tiles.
2013-07-29 02:32:52 -04:00
DarkGuardsman
ced2f8f142 Added consume power and client update to machine prefab
Though general its a bad idea to control packet handling in a prefab
class i though it be best seeing as most of my machines need a client
update. As well added a generic consume power method that is called per
tick server side.
2013-07-29 00:50:46 -04:00
DarkGuardsman
2fa69b1221 Fixed NPE and added Fill tank method to fluidhelper
Fixed a null point crash with getting the block when trying to fill a
tile.

Added: FillTanksAllSides to make it easy for tiles to fill
IFluidHandlers around them
2013-07-27 18:17:50 -04:00
DarkGuardsman
472a6894db Changed drain and added fill method to FluidHelper 2013-07-26 21:53:54 -04:00
DarkGuardsman
1c234740eb reformatting and cleanup 2013-07-26 02:17:17 -04:00
DarkGuardsman
a1400a1a12 Add init() to network after merge/split
This should remove the need for other networks to have custom split or
merge code just to add a few lines of code. Example was the removal of
the needed for Fluid networks in FM to have custom split/merge code to
add balanceTanks() method.
2013-07-25 07:19:55 -04:00
DarkGuardsman
c6dcab98a6 Added an auto block ID finder
This should prevent issues with config files generating but will not
prevent Block ID conflict with other mods. However, later i might expand
this to try to pre-register the block and correct its block ID if
something goes wrong.
2013-07-24 15:26:41 -04:00
DarkGuardsman
81c1d78ac1 attempted to fix a load error 2013-07-23 23:50:07 -04:00
DarkGuardsman
533fef288e Fixed errors with Domain and recipe loader 2013-07-23 03:38:55 -04:00
DarkGuardsman
18cd9b1319 Developed a way to load recipes easier 2013-07-23 01:46:27 -04:00
DarkGuardsman
27acf3287e Created a Triple class 2013-07-23 01:45:38 -04:00
DarkGuardsman
b52de99572 reworked recipe system and main class file 2013-07-22 18:25:01 -04:00
DarkGuardsman
090c84b48f moved API file 2013-07-22 01:20:20 -04:00
DarkGuardsman
fb37031651 Moved APIs over from API bank to reduce repo count 2013-07-22 01:05:40 -04:00
DarkGuardsman
7e1ef517b9 massive package and file movement 2013-07-22 01:00:00 -04:00
DarkGuardsman
b44b1d709f registered Multi-block 2013-07-22 00:44:26 -04:00
DarkGuardsman
bb0d5b6fad Merged TheDarkMachine into core
At first i was going to keep the core as a simple loader but seeing that
need for content out of my DarkMachine mod i merged the two. This will
cause a bit of extra stuff for the player to deal with. However, i did
add configs to disable the ore and ore Items from the mod.
2013-07-21 23:43:56 -04:00
DarkGuardsman
609954e058 updated code for UE api
Removed TileEntityElectricMachine and replaced it with the UE
UniversalMachine class
Removed the BC to UE class as it is no longer needed or functional

Added NetworkSharedPower so that tileEntities can share power in a
network allowing things like Electric Fences or battery box grids.
However, it doesn't unloaded power then it is removed so should only be
used for running machines
2013-07-21 22:53:49 -04:00
DarkGuardsman
6365e06b08 Cleanup and restructure of machine block 2013-07-19 11:37:50 -04:00
DarkGuardsman
8538476bc9 cleanup 2013-07-19 10:04:41 -04:00
DarkGuardsman
3d82011b96 Fixed Liquid renderer
This was at one point in time the BuildCraft fluid renderer. However, i
have rewrote most of it in order to fix it. BuiltCraft staff is welcome
to take anything from the render code they want.
2013-07-18 14:32:31 -04:00
DarkGuardsman
e3300615a6 Turned Lib into a mod 2013-07-18 14:31:28 -04:00
DarkGuardsman
d9a74730ab Edit, changes, etc..
Forgot to push while i still remember what i did and what each change
was. Guess it will due just to have it synced
2013-07-14 10:50:35 -04:00
DarkGuardsman
7a3fc461d0 removed all update errors from MC1.6 2013-07-11 04:40:07 -04:00
DarkGuardsman
bbcc18dd9c added multi-block code from old UE 2013-07-10 04:35:08 -04:00
DarkGuardsman
eac9b1ee8c Added BC fluid render and fixed them 2013-07-10 04:34:55 -04:00
DarkGuardsman
5d12db00be changed consumeItem to be static 2013-07-10 02:05:34 -04:00
DarkGuardsman
c20acfc473 added to fluid Helper 2013-07-09 23:44:59 -04:00
DarkGuardsman
c961f3634e removed more errors 2013-07-09 14:27:00 -04:00
DarkGuardsman
485ca799d8 Oh joy of updating to 1.6
This is going to take a lot of time to get working 100%
2013-07-09 13:10:09 -04:00
DarkGuardsman
30161f90f1 Fixed some power math 2013-07-08 01:28:37 -04:00
DarkGuardsman
0db6bb803d changed power network and machine 2013-07-07 09:26:51 -04:00
DarkGuardsman
0b5da1920b runnableMachine no longer drain its own network
If runable machine is an instance of INetworkPart it will not drain
power from any tile entity around it that shares the same network to
prevent self powering.
2013-07-07 05:06:34 -04:00
DarkGuardsman
b1fbad6201 minor edit 2013-07-06 02:18:31 -04:00
DarkGuardsman
cb320b6115 cleanup 2013-07-06 00:45:50 -04:00
DarkGuardsman
d4cdd93130 Working on my own power network class 2013-07-05 22:09:50 -04:00
DarkGuardsman
80dce03362 Added my own direction class
Same as ForgeDirection but with more directions
2013-07-05 22:09:40 -04:00
DarkGuardsman
f4e5f023ce random changes to runnable machine 2013-07-05 22:09:24 -04:00
DarkGuardsman
3510a37a90 changed path finder to use tileEntity lists
This should allow for more connections than the standard 6 sides that
most tiles seem to only use.
2013-07-05 22:09:08 -04:00
DarkGuardsman
b6c026b1ba cleanup 2013-07-05 22:08:22 -04:00
DarkGuardsman
ce76d225ee removed basic components 2013-07-01 19:05:40 -04:00
DarkGuardsman
ac15cf12a0 Changed RunnableMachine to function diffrent 2013-07-01 19:00:36 -04:00
Calclavia
43f54a3d5d Fixed Buildcraft energy issue 2013-06-21 19:41:13 -04:00
DarkGuardsman
cf1d9f4598 cleaned up and reduced library
@calclavia update submodules as i'm still working on getting Bitbucket
to clone ICBM threw sourceTree. Something about modding-lib will not
cloning... if you moved it to bitbucket might want to give me access.
2013-06-19 06:22:33 -04:00
Robert Seifert
ed2868d981 Fixed orbit manager radius 2013-06-15 11:38:18 -04:00
Robert Seifert
14d3054e5b Changed runnableMachine to not rely on Calc's code
Sorry @Calclavia if this looks like copying but i want to use this class
in all my mods without including your library. This way i can allow
other modders to work on my code without asking for your code.
2013-06-14 12:32:21 -04:00
Robert Seifert
6feb886340 Massive package and class rework 2013-06-11 20:45:04 -04:00
Robert Seifert
92a0c5248f Worked on Factions and factions prefabs 2013-06-11 19:43:28 -04:00
Robert Seifert
86ad98a2fb Possible fix to smp sentry issue 2013-06-11 00:48:33 -04:00
Robert Seifert
edfa4739e8 Changes to FakeEntityTile 2013-06-09 21:57:34 -04:00
Robert Seifert
41c1032226 Small change to damage entity
Still will need to be corrected later to pass the question to the tile
2013-06-09 10:29:30 -04:00
Robert Seifert
e4327c7cc2 Changed EntityTileDamage to extend entityLiving
This allow for entities to target this entity if it was an attack source
2013-06-09 07:49:11 -04:00
Robert Seifert
0c6b9153ca Passed right clicks onto the tile 2013-06-09 06:13:39 -04:00
Robert Seifert
3c43f66dd6 Added to IHpTile 2013-06-09 06:13:13 -04:00
Robert Seifert
1ef0ea0be2 Made basic machine class have an inf power mode
This mode should only be triggered by players in creative mode. This way
a creative mode player can force the machine to run without power.
2013-06-09 05:35:26 -04:00
Robert Seifert
022a1a0d75 Add IHeatObject
This is too be used by objects mainly block to store heat.
2013-06-09 05:34:16 -04:00
Robert Seifert
a8d4560cba Worked on custom damage and damage entity 2013-06-09 05:33:55 -04:00
Robert Seifert
e33f0b98e3 Added custom damage code
As well i added a way to create a fake entity for tile to be attacked by
vinalla and other mobs.
2013-06-08 03:02:53 -04:00
Robert Seifert
e84b7aa28f Getting somewhere with Quaternions
I think i still have a bit to work on to make this work as i'm not
getting a perfect circle in testing. Rather i'm getting a star shaped
pattern from the points.
2013-06-06 22:35:41 -04:00
Robert Seifert
dab331f042 Testing use of Quaternions for rotation
This doesn't seem to be going well however i don't really understand how
to use them yet. Looking at them though i think OpenGl uses these for
model rotation. I might want to look into there code later...
2013-06-06 15:45:28 -04:00
Robert Seifert
8724a1023d Possible solution to orbit (untested)
I'll test this after i make a test frame for it. Though i think this
might be it as long as i got the ideal down. After i tried to go to
sleep my brain broke down the changes pre rotation. If Y axis changes
the XZ distance change. If Z Axis changes YX distance changes. If X Axis
changes YZ axis changes. After figuring that out now i can use sin cos
to get the radian angles and times that by radius to get the delta
change in position.... or at least that is what i think. Testing will
prove me right or wrong.
2013-06-05 05:16:41 -04:00
Robert Seifert
10788a58b2 Worked on using sphere cords for orbit calcs (untested) 2013-06-05 03:27:06 -04:00
Robert Seifert
c3684dc952 Added math for Spherical coordinates
ref for math http://en.wikipedia.org/wiki/Spherical_coordinates

Might be adding more math methods later as i need them
2013-06-05 03:03:09 -04:00
Robert Seifert
0fcb2a0a54 File rename and doc edits 2013-06-05 03:00:32 -04:00
Robert Seifert
9f60e32729 repackaging and orbit changes 2013-06-05 02:30:19 -04:00
Robert Seifert
1a4415779c Worked on orbit helper/network
This is going to need a ton of work and love to get right. Right now its
not even going to function.
2013-06-05 01:50:27 -04:00
Robert Seifert
a2d4398419 package change for hydraulic api 2013-06-03 08:34:02 -04:00
Robert Seifert
6cfa463c2b changed balanceCollieveTank to better simulate tanks
Original this just spread out the liquid to all network parts. For the
ContainerNetwork which simulate tanks this fills the bottom tanks first.
2013-06-03 08:32:17 -04:00
Robert Seifert
ccf812758b Added render classes from BC
I'll need to edit these later just so i don't fill like i took code
freely from BC. Even though there license does allow taking code freely
:/
2013-06-03 07:11:14 -04:00
Robert Seifert
dc4e34496e Network corrections
Fixed several issues with the network but there are still more to go.
2013-06-03 04:27:08 -04:00
Robert Seifert
3de7ab0ca5 Massive Fluid Network changes
Got started on this and didn't stop to better document the changes.
First the man changes are to div out the network code to be more usable
in other way than fluids. As well to make a new network class for the
tanks which are now becoming a more like the pipes. I will later as well
make a mechanical network and a data network for later use.

On top of that there are some helper class that i didn't upload before i
started work. There is nothing too them as they were in the start of
development.
2013-06-03 02:22:29 -04:00
Robert Seifert
04a81b09a3 Fixed crash with getting flow rate 2013-05-29 01:38:53 -04:00
Robert Seifert
b056b97a9c minor changes to autocrafter 2013-05-25 23:53:02 -04:00
Robert Seifert
b70fc9bdce Added crafting manager from assembly line
Still needs improved to be more flex-able and useable by other tiles.
However, it should be very useful for anyone doing autocrafting. As well
if anyone who uses it spots and issue fill free to improve/fix it.
2013-05-25 21:39:01 -04:00
Robert Seifert
adedb540a1 added a fail safe for no users on a lock 2013-05-25 20:45:16 -04:00
Henry Mao
c7b5dd05fd Improved terminal packets 2013-05-19 17:23:57 +08:00
Henry Mao
ffe37c8e4d Your spelling sucks. 2013-05-19 16:04:06 +08:00