Commit graph

394 commits

Author SHA1 Message Date
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
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