DarkGuardsman
6007cc1561
Removed BlockWires dependency on BlockConductor
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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
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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
acc0bec88d
updated UE api
2013-08-28 15:12:04 -04:00
DarkGuardsman
244f31a805
Merge remote-tracking branch 'steampower/master'
2013-08-28 14:04:58 -04:00
DarkGuardsman
e14862eb09
removed files to allow merge
2013-08-28 14:03:34 -04:00
Calclavia
cd936af1ec
Updated UE to for wires to work with IC2 machines
2013-08-27 21:49:19 +08:00
Calclavia
1b8ed1d8b8
Got multimeter working with IC2 and BuildCraft machines
2013-08-27 21:48:31 +08:00
DarkGuardsman
0913d085ea
moved textures
2013-08-26 16:49:56 -04:00
DarkGuardsman
07e2a7511a
fixed Debug load and source blocks
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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
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ElectricalPacket != float *facepalm*
2013-08-26 16:07:22 -04:00
DarkGuardsman
3cac33d96d
Added IConductor support to multi-meter
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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
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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
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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
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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
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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
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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
fa33b00e58
moved tools, and parts to core
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This was planned to give more options to the other sub mods of the core.
The parts item will be expanded adding more and more sub items for
crafting. The tool was already expanded to add a multi-meter.
2013-08-26 14:25:27 -04:00
DarkGuardsman
d733dd6029
Fixed up configs
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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
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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
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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
cd5f64d05e
updated UE API and its required APIs
2013-08-26 13:36:24 -04:00
DarkGuardsman
f891904849
Starting wire creation
2013-08-26 13:34:01 -04:00
DarkGuardsman
053c4a2831
Worked on debug blocks
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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
d95799cd0a
Fixed texture file name mod->asset
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Forgot to do this right after starting working on 1.6.2 :P i'm behind i
guess on a few things more then just bugs
2013-08-26 13:32:47 -04:00
DarkGuardsman
150d76038c
moved itemBlockHolder to core mod
2013-08-26 12:45:11 -04:00
DarkGuardsman
1cc40cf6dc
Moved ItemBlockHolder over from FM mod
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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
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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
a6bff42f01
finish network power demand calculations
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not tested but it looks finished for the moment
2013-08-26 12:40:55 -04:00
DarkGuardsman
e6a33285be
worked on network power calculations
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more of redoing them since i deleted the old ones right off the back
when updating to 1.6.2 to remove the chance of errors
2013-08-26 05:28:39 -04:00
DarkGuardsman
640a0e27b2
worked on network adding tiles to correct sets
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Not tested but its looking good though this could be more resource
demanding then i like. However, it should only be called every so often.
2013-08-26 04:52:11 -04:00
DarkGuardsman
7feba3c3ca
enabled zh_CN lang file
2013-08-26 04:37:30 -04:00
DarkGuardsman
d86dd992a7
Merge branch 'master' of https://github.com/DarkGuardsman/Assembly-Line
2013-08-26 04:33:26 -04:00
DarkGuardsman
beedc254ca
Worked on network cleanup
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Since the AL network will need to track input and output tiles it will
need to clear then if invalid. To do this i added a nice system to both
clear for invalid types, and clear for no connections, & no
supply/demand.
2013-08-26 04:33:18 -04:00
Robert WC Seifert
c958a6fcb3
Merge pull request #57 from crafteverywhere/patch-1
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Create zh_CN.properties
2013-08-25 18:20:42 -07:00
crafteverywhere
89efc705b6
Create zh_CN.properties
2013-08-26 01:47:37 +08:00
Calclavia
02c44613d4
Made battery GUI display precise units
2013-08-25 21:05:38 +08:00
Calclavia
a7b94b483f
Fixed #24 - Wires not working with furnace
2013-08-25 21:00:30 +08:00
Calclavia
7c07ab9436
Some work on wire furnace burn time
2013-08-25 17:55:48 +08:00
Calclavia
c72b57cc34
Fixed #8
2013-08-25 17:48:52 +08:00
Calclavia
9c4cf9d727
Fixed #18 - Furnace wire crash
2013-08-25 17:46:05 +08:00
Calclavia
d66e4dca9a
Fixed #17 - Tesla not transfering power
2013-08-25 17:41:41 +08:00
Calclavia
d3bcfd9a0a
Added infinite capacitors
2013-08-25 17:31:27 +08:00
Calclavia
258a479d38
Added IC2 interchangeable recipes
2013-08-25 17:15:00 +08:00
Calclavia
8f4427d14c
Added insulation and colored wires
2013-08-25 16:59:52 +08:00
Robert WC Seifert
dd6641bc65
Merge pull request #56 from gFreezer/master
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Fix extraction from sided inventories
2013-08-24 07:34:37 -07:00
DarkGuardsman
3f3c6f3679
Added a bit to NetworkSharedPower.class
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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
6af4b635bc
misc sync
2013-08-24 10:12:36 -04:00
gFreezer
3c9348af43
Fix extraction from sided inventories
2013-08-24 15:52:26 +02:00