Commit graph

523 commits

Author SHA1 Message Date
DarkGuardsman
c9c9f1d422 Started working on a complex Fluid & Object mixing system
Too start with i original was avoiding making such a system since it
boils down to an object crafting system. Though with my future and
current plans i decided to start working on it.

The system, when finish, will be able to handle mixing of fluids, Items,
Blocks, and anything to form a result of some kind. The idea is to used
it in the pipes, tanks, brewing stand, boilers, and other machines to
automated the process of mixing fluids. For pipes it will either create
a new fluid, or prevent the pipe from working. Tanks will do the same
but can become filled with blocks or items. Brewing stand will use the
system to create new fluids, gases, potions, foods, drinks, items, and
so on. Boiler will use the simple version of it to convert a fluid to
another fluid without any other processing.
2013-09-13 00:12:57 -04:00
DarkGuardsman
1739fd5fa5 Cleaned up fluidstack merge code 2013-09-12 21:44:14 -04:00
DarkGuardsman
f3749fcaa9 Moved fluid merge code into FluidNetworkHelper
HydraulicNetworkHelper renamed to FluidNetworkHelper

Moved this to clear up some code as well provide easy access the the
fluid merge code.
2013-09-12 21:27:00 -04:00
DarkGuardsman
4017098901 Improved fluid tile read/write methods 2013-09-12 21:20:00 -04:00
DarkGuardsman
5cc4b5f851 Reverted new network changes
Something wasn't going write and right now is not the time to create new
bugs. So for now i'll work with the old network and improve it first.
Then i'll create a new network separated from the old one for multi-tank
setup. When it get to the point that can do the job of the old one and
the new one i'll remove the old network.
2013-09-12 21:09:31 -04:00
DarkGuardsman
dcbec21d8b Back to using a set version per mod 2013-09-12 19:57:59 -04:00
DarkGuardsman
35f939fcef corrected fluid network NPE 2013-09-11 14:00:45 -04:00
DarkGuardsman
d0b3b6cc6a Updated fluid container network code
converted it to the new system plus worked out an idea to use a
collection sorter.
2013-09-11 13:43:39 -04:00
DarkGuardsman
db24fbb52e Flipped over tileEntity registry to IObjectExtraInfo
When the block goes to register threw the system it will register the
tileEntity.
2013-09-11 13:43:06 -04:00
DarkGuardsman
08b7379900 Made NetworkFluidTiles read/write multi-tanks
Needs testing, and more work before another release is made
2013-09-10 19:53:44 -04:00
DarkGuardsman
a480b58a59 Working on improving Fluid networks
Main goal is to support multi tanks per fluid network part.
2013-09-10 19:16:40 -04:00
DarkGuardsman
7f062e6b22 Started on boiler
Didn't get far as i hit a mental design issues with how the tank network
handles fluids. Currently it only supports one tank. Which means i will
need to recode it to support more, as well recode the network part api
to support several tanks per part. This will take time to design as i
need to both support legacy tiles and prevent future issues. Time may
equal a day.
2013-09-10 06:47:23 -04:00
Robert WC Seifert
5a9242b0d6 Merge pull request #41 from Vexatos/patch-2
Update de_DE.properties
2013-09-08 05:25:40 -07:00
Vexatos
0fb2381480 Update de_DE.properties
I hope no names changed.
2013-09-08 14:10:29 +02:00
DarkGuardsman
7b4c218155 removed debug output 2013-09-08 05:35:09 -04:00
DarkGuardsman
7b8e6c2eaf Cleanup && Packet handler work 2013-09-08 05:16:16 -04:00
DarkGuardsman
4c0d4c4ea2 Fixed issues with pump running 2013-09-06 04:25:36 -04:00
DarkGuardsman
b185d83aff Moved textures around 2013-09-06 04:25:25 -04:00
DarkGuardsman
5b66d17b48 Worked on en_US lang file 2013-09-06 00:48:24 -04:00
DarkGuardsman
eb0c801440 @SideOnly(Side.CLIENT)
Ya i got a bit lazy way back when this was required. Hope this fixes any
issues with mods calling my code server side and crashing.
2013-09-05 20:35:21 -04:00
DarkGuardsman
962700a479 AutoSync: source code formatting 2013-09-05 20:04:56 -04:00
DarkGuardsman
f8595d9fec removed double disable option 2013-09-04 22:32:42 -04:00
DarkGuardsman
ad4a265849 temp fixed null crash 2013-09-04 22:23:47 -04:00
DarkGuardsman
be435e432a reworked how fluids are registered
Made the fluids check for existing fluids, and existing fluid blocks.
This might improve how well the mod works with other mods.
2013-09-04 21:38:09 -04:00
DarkGuardsman
b3cfee0d0c Reworked Force api 2013-09-04 18:56:22 -04:00
DarkGuardsman
5ff388a888 connection changes 2013-09-04 18:46:56 -04:00
DarkGuardsman
e4261ab264 Toyed with fluids
Most likely will not fix the issue but i'll keep working on it.
2013-09-04 14:19:16 -04:00
DarkGuardsman
b8c95c191a import changes 2013-09-03 03:10:22 -04:00
DarkGuardsman
8677d4e5b2 changed block registration to custom system 2013-08-29 17:23:42 -04:00
DarkGuardsman
85461fce89 Finished merging steampower into fluid mechanics
Steam Power is finally back with its other half basic pipes. Its been a
long time since these two mods were once the same exact mod. Now they
are rejoined though steam power was left rusting in the archive a bit
too long. Most of its content was remove and needs to be rewrote from
scratch. Fluid Mechanics aka basic pipes has since then become a nice
mod and is mostly bug free. Now with the addition of steampower maybe
just maybe now the mod will become more useful to the end user.
2013-08-28 15:41:31 -04:00
DarkGuardsman
aba24c9af3 changed how src folder is stored
its no longer stored in src/minecraft but right into the src folder. Not
sure why it was not this way to start with
2013-08-28 15:25:06 -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
DarkGuardsman
0913d085ea moved textures 2013-08-26 16:49:56 -04:00
DarkGuardsman
fa33b00e58 moved tools, and parts to core
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
150d76038c moved itemBlockHolder to core mod 2013-08-26 12:45:11 -04:00
DarkGuardsman
3c851b1dac misc 2013-08-24 08:03:46 -04:00
DarkGuardsman
b2eeb365b4 misc 2013-08-24 08:03:25 -04:00
DarkGuardsman
11e71b6ddd Removed all errors 2013-08-08 12:38:35 -04:00
DarkGuardsman
591a5a2499 Rework in progress
I want to facepalm over and over again until i can remember why i coded
some of this the way i did. Mostly i'm deleting everything and starting
over
2013-08-08 11:44:27 -04:00
DarkGuardsman
9a35e08b60 added license from AL 2013-08-08 11:00:54 -04:00
DarkGuardsman
abe4dd4cdf removed old version files 2013-08-08 11:00:41 -04:00
DarkGuardsman
9fcf0a9a1f Fixed stack over flow with pathfinder
As well clamped down max results too look for each path run and max
results for both pumps. This should help prevent the error from coming
up again.
2013-07-31 00:25:45 -04:00
DarkGuardsman
fdbb423145 Fixed liquid path finder
Wasn't finding fillable block correctly and still really isn't due to
the fact it can ID air correctly.
2013-07-30 23:09:14 -04:00
DarkGuardsman
391c54f968 Fixed drain fighting itself
Though that i could just let the drain do both fill/drain at the same
time. However, i did think the drain would try to self feed liquid into
itself. Should be fixed now by re-adding the meta sensitive canDrain
2013-07-30 23:08:29 -04:00
DarkGuardsman
eccb1aea7c Fixed NPE in tank fluid packet 2013-07-30 23:07:09 -04:00
DarkGuardsman
bdf725ea5b Fixed a redstone issue with the pumps
The construction pump would not turn on due to the super.can() needing
redstone to be off while con pump needed it to be on.
2013-07-30 21:55:34 -04:00
DarkGuardsman
cd7995661f Reworked the pumps
Construction pump now extends the basic pump. This was mainly done to
reduce duplicate code and make coding the two pumps easier.
2013-07-30 03:10:54 -04:00
DarkGuardsman
3b3be98019 Changed Drain
Drain no longer does draining of fluids on its own. It now only path
finds and fills areas. Pump will not have to drain fluid threw the drain
using it more of a origin point or a path finder.
2013-07-30 03:10:02 -04:00
DarkGuardsman
4581cf0bc7 Changed path finder to use set
Found out that set don't allow duplicate vars. Using Sets will fix this
issue with the path finder storing several of the same vector3

As well added a way to set the world of the path finder
2013-07-30 03:08:32 -04:00