Commit graph

5 commits

Author SHA1 Message Date
Rseifert
1e5c47ad3f nothing much
Moved some stuff around, and made LiquidHandler able to be used in the
api folder to help other people work with this mod. The api is not
actual needed to work with this mod but it contains helpers to make life
easier.

Also added a method to LiquidHandler to get the name of a LiquidStack
which for some reason can't be directly gotten from the liquidStack
itself. Too get it i had to iterate over the hashMap used to store
liquids. If the LiquidStack is linked to a LiquidData it will use the
LiquidData name first.

Also removed PipeInstance since its not actual needed anymore now that
PipeColor is directly linked the pipe as well as the PipeBlock metadata.
2013-01-06 23:15:21 -05:00
Rseifert
b9833f6327 more changes of the last
Still working on moving everything over to my new system. So far i've
got it mostly done for the tank and pipe though i have no way to test
them yet.

I would list the change but meh its break time, i'm tired and the code
says everything

Things that are still broken
*Lang file
*release Valve
*pipe
*Tank
*Some crafting
2013-01-05 15:05:53 -05:00
Rseifert
30c461bbea more changes
Still working on converting to a more universal liquid system.
*Added a enum to tack colors without having to use strings or #s
*Fixed LiquidData to not need to feed a LiquidData to get vars of itself
*Started Converting Pipes to new system. They will use metadata now to
select colors, this will remove any need to use packets.
*Created a Update Converter so that older version pipe/tank/etc will be
converted to the new system automaticly

Issues with push
*Just about everything is broken at the moment just backing code up
2013-01-05 11:47:53 -05:00
Rseifert
a3c43609ea Got rid of Enum system
What i have is not much diffrent but its a start to allowing more liquid
types without having to add them myself. The current method has 3
defualt liquids that are preset. The new system also uses String names
to ID liquid instead of Enums. A new class Called LiquidData will keep
track of the data need to ID, and use the Liquids.

In the process i also fixed a few crafting recipes that were
removed/messed up in a patch a while back.

Plan for new system
*Have default liquid type that come with textures/renders
*Have several univeral pipes that can accept all Liquid types
*Have a way of placeing a universal pipe and then converting to a
regulated pipe, pipe that only take one liquid type
*Have a tool for doing the above
*Change the release Valve to be univeral with a GUI to restrict flow and
Liquid type extracted
2013-01-03 12:18:47 -05:00
Rseifert
6401261e19 Basic Upload before i break everything
Ok i'm going to make an attempt to change how everything works. Before i
do that let backup the code.
2013-01-03 09:58:19 -05:00