Commit graph

763 commits

Author SHA1 Message Date
DarkGuardsman
575d016dbc Created grinder model
Needs more work but i can start with this for now.
2013-09-17 00:01:09 -04:00
DarkGuardsman
2fdb142ab7 fixed manipulator interaction issue 2013-09-16 10:12:43 -04:00
DarkGuardsman
2f43204498 fixed crate input stack automation
crate was checking for perfect equal stacks instead of just itemID &
meta.
2013-09-16 08:50:11 -04:00
DarkGuardsman
a2dea095b1 Fixed processor output
Forgot to copy the stack when using receipe output stack.
2013-09-16 08:46:02 -04:00
DarkGuardsman
6f48a50674 Auto-Sync 2013-09-16 07:30:20 -04:00
DarkGuardsman
7ce107e991 setting up the process for grinder & press
Press i think i might need to do some more work to get it were i want. I
might want to even setup a separate tileEntity as i plan to do armor and
part pressing with it. In which it will require a 3rd item slot for the
imprinting plate. Idea is to provide very cheap part creation as 1/2 to
3/4 the cost of making the item by hand. This way mass production can be
achieved with a bonus over normal production. A few other machines might
be created later when i implement higher tech machines, items, entities,
drones, missiles, etc etc
2013-09-14 09:22:10 -04:00
DarkGuardsman
b6a213b587 moved processor recipes to core 2013-09-14 04:16:32 -04:00
DarkGuardsman
5b7b064397 Got crusher working
Well mostly work, still need to finish up the GUI, and finish animation.
2013-09-14 01:29:07 -04:00
DarkGuardsman
023e752f4f minor corrections 2013-09-13 23:54:49 -04:00
DarkGuardsman
57f214edac Created a crusher machine
First machine in a series of machines. This is designed to be a low
capacity machine with a single stack input. Larger version will be added
later that can process items as fast as they are inputted. As well it
will be belt based, and will not actually store the item.  Instead it
will process the item on the belt and does have a chance to miss the
item if the belt goes too fast.
2013-09-13 23:36:40 -04:00
DarkGuardsman
b7f158604e Back to using a set version per mod 2013-09-12 19:59:03 -04:00
DarkGuardsman
68346fde01 possible fix for crash loading old crates
Detected when running a bukkit server so unsure if its a mcpc+ thing or
an actual bug.
2013-09-09 00:45:17 -04:00
DarkGuardsman
c07803de22 Fixed create loading items that don't exist
Since the create saves item stacks different than MC it would load them
even if the item they went too no longer existed. I'll work on a more
improved fix for this that will save the unlocalized name so in case the
IDs change the create remembers what was in it.
2013-09-09 00:15:14 -04:00
DarkGuardsman
6f8dd90743 improved packet rate for conveyor belts
since by default the belt renders down there is no point in sending a
packet to tell the client its already rendering correctly. This should
save on lag spikes when logging into rooms full or conveyor belts
2013-09-09 00:13:37 -04:00
DarkGuardsman
0bb1c1bc6c cleanup && Packet handler work 2013-09-08 05:18:10 -04:00
DarkGuardsman
78b4ab1514 Changed power values 2013-09-06 04:24:34 -04:00
DarkGuardsman
1ac9228879 @SideOnly(Side.CLIENT) 2013-09-05 20:40:27 -04:00
DarkGuardsman
5b57572c89 AutoSync: source code formatting 2013-09-05 20:04:25 -04:00
DarkGuardsman
cb385a284b minor change for connections 2013-09-04 18:46:06 -04:00
DarkGuardsman
cb934a6030 import changes 2013-09-03 03:08:26 -04:00
DarkGuardsman
841032a784 fixed network connection issue
As bad as it looked it came down to an hour of work to find that
super.cleanUpMembers() was removed by mistake.
2013-09-03 00:13:58 -04:00
DarkGuardsman
5040a7a18c import changes 2013-09-03 00:13:10 -04:00
DarkGuardsman
0b09e8bbe5 import cleanup 2013-08-29 17:26:20 -04:00
DarkGuardsman
a6bff42f01 finish network power demand calculations
not tested but it looks finished for the moment
2013-08-26 12:40:55 -04:00
DarkGuardsman
e6a33285be worked on network power calculations
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
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
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
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
Robert WC Seifert
dd6641bc65 Merge pull request #56 from gFreezer/master
Fix extraction from sided inventories
2013-08-24 07:34:37 -07:00
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
DarkGuardsman
6fee35bb17 Added refresh rate configs
This will only work for the map host, and is design to control the rate
at which the Assembly tile network will update its connections to other
tiles.
2013-08-24 09:51:55 -04:00
DarkGuardsman
d0b5f22900 Worked on Assembly TileNetwork
Right now its just an extended version of the Shared power network. This
should get the network moving towards running first. Then i can slowly
add in support for powering UE machines back. UE support should auto
cover BC, & IC2. So only thing to do after that is refine and add fluid
support.
2013-08-24 09:51:02 -04:00
DarkGuardsman
5e3a440ff0 Deprecated onUpdate() in the Assembly prefab
This is left over from a long ago time when UE had an onUpdate function.
Its finally time for it to be removed in favor of something better.
2013-08-24 08:33:42 -04:00
DarkGuardsman
8be2ac3665 Packet handling change
see DarksCoreMachine for more info
2013-08-24 08:02:49 -04:00
DarkGuardsman
ee742fc624 Fixed crash with inv 2013-08-08 10:12:30 -04:00
DarkGuardsman
0828930ddd Fixed enchanted items saving in crates 2013-08-07 17:11:09 -04:00
DarkGuardsman
c736a84c9c reworked crates
still need to fix the NBT saving issue for the item stack. Either its
not saving inside the crate or its being removed on eject from the
crate. Should be an easy fix just need to take the time to find the
issue spot.
2013-08-06 17:01:41 -04:00
DarkGuardsman
000a01daa2 fixed save issue with new formate 2013-08-06 15:03:35 -04:00
DarkGuardsman
999f8c6d29 changed crate save format
changed it to save directly from the itemstack too allow for NBT extra
data on the stack though it shouldn't have any.
2013-08-06 14:03:31 -04:00
DarkGuardsman
78d9a001ae old crane designs 2013-08-06 11:31:32 -04:00
DarkGuardsman
fb2d7c9723 reworking crates 2013-08-06 11:31:23 -04:00
DarkGuardsman
50d03a632f Added constructors to match prefab class
Mainly just changes to meet TileEntityMachine power changes. Will still
need to go threw most of these later later to fix issues with power
drain.
2013-07-29 03:48:40 -04:00
DarkGuardsman
bc9c30d66b reformatting and cleanup 2013-07-26 02:14:51 -04:00
DarkGuardsman
0acfc7e585 changed block IDs to called getNextID() 2013-07-24 15:27:41 -04:00
DarkGuardsman
a20592178f Fixed crash on placing Armbot 2013-07-23 23:49:27 -04:00
DarkGuardsman
ddc983cd40 fixed domain loading issue 2013-07-23 03:40:36 -04:00