DarkGuardsman
4b37d90795
Cleanup
2013-09-20 12:04:02 -04:00
DarkGuardsman
b688548aa0
Cleanup
2013-09-20 12:03:51 -04:00
DarkGuardsman
167dc1414d
FixedIssuesWithRegistry
2013-09-20 12:02:02 -04:00
DarkGuardsman
9acf6be8b2
FixedIssuesWithRegistry
2013-09-20 12:01:59 -04:00
DarkGuardsman
1bc1169375
FixedIssuesWithRegistry
2013-09-20 12:01:56 -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
a3d0619843
renamed the generator block
2013-09-20 09:36:10 -04:00
DarkGuardsman
fda3a1de12
Added block Fluid from FM
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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
3a4733cbbb
BlockRegistryChanges
2013-09-20 09:34:23 -04:00
DarkGuardsman
d530f10f08
BlockRegistryChanges
2013-09-20 09:34:20 -04:00
DarkGuardsman
cfebdfe9de
BlockRegistryChanges
2013-09-20 09:34:17 -04:00
DarkGuardsman
8a85d97ae8
BlockRegistryChanges
2013-09-20 09:34:13 -04:00
DarkGuardsman
775b153b68
Added system to detect annotations and use them
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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
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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
4c9eca19f4
LicenseUpdate
2013-09-20 05:39:49 -04:00
DarkGuardsman
f0c3296e48
LicenseUpdate
2013-09-20 05:39:41 -04:00
DarkGuardsman
63bac6c8cc
LicenseUpdate
2013-09-20 05:39:34 -04:00
DarkGuardsman
b3fef55589
LicenseUpdate
2013-09-20 05:39:24 -04:00
DarkGuardsman
be92930d40
Changed how itemStack work for pipes
2013-09-20 05:36:19 -04:00
Ben Spiers
eb6fddd839
Useful while I'm debugging
2013-09-20 04:00:10 +01:00
Ben Spiers
e0877af41b
Fix insulation and redstone signals having no effect other than visual.
...
I'm not sure that it worked before I started but it's fixed now anyway.
2013-09-20 03:59:37 +01:00
Ben Spiers
e6fdacc8f0
Allow shearing insulation off wires
2013-09-20 03:57:32 +01:00
Ben Spiers
9697763856
Move the neighbor update to PartAdvanced
2013-09-20 03:56:44 +01:00
Ben Spiers
397bf28db2
Apply new interfaces to old tileentity so they work nicely together
2013-09-19 21:12:30 +01:00
Ben Spiers
50b3414788
Use EnumWireMaterial more in PartWire, apply material interface.
2013-09-19 21:01:37 +01:00
Ben Spiers
1017308d47
Material Interfaces
2013-09-19 21:00:35 +01:00
Ben Spiers
7f110bed7a
This is starting to come together pretty nicely:
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* Works with unmodified UE. THANKS CB!
* Multiple wire materials again (only via /get for now)
* Icons on multiwire item
* IInsulation. Maybe integrate up to UE when this is done?
* Drops items
* Proper clientsyncing
* Probably more, I forget
2013-09-19 20:18:50 +01:00
DarkGuardsman
2af16208aa
Lang file changed
2013-09-19 10:55:13 -04:00
DarkGuardsman
511306a4ed
More work on pipes
2013-09-19 10:55:08 -04:00
DarkGuardsman
a5f9dbab87
Major rework of pipes
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Still need some work to kill off any bugs created from this move.
However, now pipes no longer have 2 blockIDs, and metadata is no longer
an issue.
2013-09-19 05:34:47 -04:00
DarkGuardsman
925c7fc165
Reworked pipes a bit
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Removed pipe addons, they will be re-added later but in a more refined
non-tileEntity way
Changed how color code is saved.
2013-09-19 02:12:06 -04:00
DarkGuardsman
9a3b774c03
Changed ColorCode.class
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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
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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
05af492258
Changed license a bit
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Wanted to include the fact that the core is allowed to be used by UE mod
devs to improve their own work.
2013-09-19 00:02:12 -04:00
DarkGuardsman
0447aba123
removed unneeded inv code from furnace
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Inventory is handles by the prefabs
2013-09-18 09:37:49 -04:00
DarkGuardsman
fc695cc877
cheese?
2013-09-18 09:23:48 -04:00
DarkGuardsman
be1f8a4efb
Started working on some basic machines
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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
375950606e
Cleanup
2013-09-18 09:20:14 -04:00
DarkGuardsman
1509117286
Cleanup
2013-09-18 09:20:11 -04:00
DarkGuardsman
d3457e3f97
Cleanup
2013-09-18 09:20:09 -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
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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
15aa7a319a
Changes
2013-09-18 06:56:36 -04:00
DarkGuardsman
02150c49c5
Changes
2013-09-18 06:56:33 -04:00
DarkGuardsman
cc4134652f
Changes
2013-09-18 06:56:30 -04:00