DarkGuardsman
8a29a78e9e
Wrote a quick battery box
2013-11-27 11:16:43 -05:00
DarkGuardsman
b82fc60928
worked on steam gen a bit
2013-11-27 10:23:49 -05:00
DarkGuardsman
a9c084c8d4
Fixed first person view render for can
2013-11-27 10:23:39 -05:00
DarkGuardsman
56e8e58009
Got fluid rendering correctly in can when held
2013-11-27 10:05:04 -05:00
DarkGuardsman
b77ee71fdf
Created most of the fluid can code including render
2013-11-27 09:39:37 -05:00
DarkGuardsman
3ffe18367b
added a null check to network merge
2013-11-27 08:56:18 -05:00
DarkGuardsman
186a564717
worked on tile network for shared power
2013-11-27 08:56:08 -05:00
DarkGuardsman
8961ee5ec3
changed a few meter readings
2013-11-27 08:55:49 -05:00
Robert
dc1936c5ba
adjusted item render
2013-11-27 05:51:19 -05:00
Robert
74f7403fd9
Added item render for steam gen
...
As well improved the render class a bit
2013-11-27 05:48:17 -05:00
Robert
108a3b93ac
Worked on steam generator a bit
2013-11-27 05:38:59 -05:00
Robert
ef70331d5f
Coded the basics of the steam gen
...
Will get to the rest of this when i get up
2013-11-26 07:48:00 -05:00
Robert
e04aa0b7aa
Removing some junk
...
Might re-add some of this stuff back later but its in the way
2013-11-26 07:31:51 -05:00
Robert
fec18db641
Taking basic generator into a different direction
...
After looking at the new coal gen model i decided to change how i want
to create start up machines. The new design will require a basic steam
generator to be placed bellow a steam user. In this case there will be a
coal fired, and liquid fuel fired steam gen. Then a turbine and a piston
steam consume will be placed above the gen. They will work together to
create power though not as effective as single block version. However,
it will be cheaper to run and require less work to keep running. The
player should only have to added water to the machines every 1000
cycles.
2013-11-26 07:11:22 -05:00
Robert
a77b14a58c
Started working on starter machines again
2013-11-26 02:37:15 -05:00
DarkGuardsman
c5c3488c21
Auto-Sync
2013-11-26 00:29:56 -05:00
Robert
a6c868e7da
Worked on fixing issues with groups
2013-11-25 19:17:47 -05:00
Robert
f5bbcbd925
Fixed an issue adding objects to groups
2013-11-25 17:24:07 -05:00
DarkGuardsman
a172592989
Working on fixing a few recipes
2013-11-25 11:03:56 -05:00
DarkGuardsman
facbc231ed
Worked on part textures
2013-11-25 10:44:57 -05:00
DarkGuardsman
ab420b19b5
Re-did orenames for ore dirv parts
...
Created a method to get the orenames from within the core which should
reduce issues with ref to the orenames
2013-11-25 10:05:09 -05:00
DarkGuardsman
8fb5813807
this and that
2013-11-25 09:59:47 -05:00
Robert
517a5a506d
minor change
2013-11-24 17:17:01 -05:00
Robert
fb2b8baca7
.
2013-11-22 20:05:56 -05:00
Robert
7fd258d8ae
Worked on gas related objects
2013-11-22 18:28:11 -05:00
Robert
15fd2fdb30
got gas ore gen working
2013-11-22 16:59:14 -05:00
Robert
ec59a3d8b5
worked on gas blocks
...
dropped the ideal of using a tile entity as it was not generating with
it correctly. Instead we are going to use metadata to represent the
volume starting at 512 bucks and working down to 10mb.
2013-11-22 16:44:33 -05:00
Robert
574491d126
worked on some prefabs
2013-11-21 23:03:39 -05:00
Robert
676ce13d34
removed debug
2013-11-21 18:07:28 -05:00
Robert
0ca9680fb2
fixed ray trace for entity hits from a block
...
Turned out that minecraft's ray trace do for blocks was changing my vec
3 coords. I thought this was the case but took me a while to trace down
which part of the code was causing it.
2013-11-15 20:09:17 -05:00
Robert
387c933c52
more of the last
2013-11-14 13:16:14 -05:00
Robert
f4f507913d
More work on raytrace helper
2013-11-14 12:11:03 -05:00
Robert
4fb31612be
A few small ray trace changes
2013-11-14 11:48:39 -05:00
Robert
1e5383f9a3
added a get vector method to the base prefab
2013-11-14 11:03:07 -05:00
Robert
ce4c40c0fb
changed getPacket to getTilePacket for tileEntity requests
...
keep calling its overload by mistake
2013-11-12 21:43:25 -05:00
Robert
cc9b26b021
wrote some rotation code
2013-11-12 21:14:55 -05:00
Robert
3f7df44b3f
did a bit of work on the sentry prefabs
2013-11-12 20:35:10 -05:00
Robert
83a43748c2
Merge branch 'master' of https://github.com/DarksCoreMachine/CoreMachine
2013-11-12 15:55:34 -05:00
Robert
74c033b57f
updated apis
2013-11-12 15:55:24 -05:00
Robert
974fdde1f5
updated api files
2013-11-12 15:54:05 -05:00
Robert
4acb350cfd
Started work on the base sentry prefab
...
going to actually stop here for the moment and pick this up later
2013-11-12 15:42:08 -05:00
Robert
41aa838510
Setup a registration system for sentry guns
2013-11-12 15:12:44 -05:00
Robert
75ede59759
Starting on adding prefabs for sentrys
...
@Calclavia i know i havn't gotten the final word from you for giving up
ICBM sentries but i did say i was going to do this either way. What i
will do is avoid recreating the same sentry guns but will focus on new
ones.
2013-11-12 14:28:09 -05:00
Robert
526d35e51c
Changed raytrace to not use quaterians
...
Something either was wrong with how i was using it or changes calc made
to the class in UE. What ever was wrong it was not taking the yaw
rotation so i switched it to use a changed veserion of MC's getlook that
i was already using for entities.
2013-11-12 14:23:25 -05:00
Robert
5568e0dd61
Removed debug
2013-11-12 10:45:09 -05:00
Robert
6a93f99f43
Added laser mining code to the laser event
...
Might be a bad place for the code but it makes it easy to access from
all the mods.
2013-11-11 22:15:07 -05:00
Robert
ccc9dfbfd2
Added to ray trace helper
2013-11-11 19:13:53 -05:00
Robert
6d397bcf98
fixed a bug with inv helper
2013-11-11 17:45:54 -05:00
Robert
7f5b317cf9
Added Machine mining event
2013-11-11 16:36:57 -05:00
Robert
2866b49088
changed IExtendedStorage interface
2013-11-11 16:02:51 -05:00