Commit graph

363 commits

Author SHA1 Message Date
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
DarkGuardsman
675ffd8a0d Fixed a NPE crash on network reading tiles
Forgot to check for null when pulling all the info from the network
parts.
2013-07-29 06:33:24 -04:00
DarkGuardsman
279ede1fb2 Fixed an issue with refresh on pathfinder
if a node become a result its was not being added to the result list if
the path finder was not cleared first. In most cases clearing the path
finder is not as effective as refreshing the nodes.
2013-07-29 06:32:34 -04:00
DarkGuardsman
69ffac2070 Finished new starter pump 2013-07-29 06:31:31 -04:00
DarkGuardsman
519fcb62c3 swapped Balance Tank method for read/write tiles method
Honestly shouldn't act to different from how its was seeing as nothing
really changed. Only thing that happened was that the load and write
part of BalanceCollectiveTank was split into two different methods. Will
need some testing though to check if everything works.

Also for NetworkFluidContainers its balance method was changed a bit to
maybe fix errors with fluid remaining in the tank that shouldn't have
fluid in them. Render will still need to be changed to fix this a little
better.
2013-07-29 03:55:26 -04:00
DarkGuardsman
a053839398 Levers can be placed on starter pumps 2013-07-29 03:51:23 -04:00
DarkGuardsman
baee873df8 Changed how pumps handle power 2013-07-29 03:50:58 -04:00
DarkGuardsman
4da59e8d3a working on start pump more
Doesn't work well or at all currently
2013-07-29 00:52:21 -04:00
DarkGuardsman
604703ab28 Fixed nbt writing crash 2013-07-29 00:51:57 -04:00
DarkGuardsman
357cffc9cd Fixed connection issues for ITileConnection 2013-07-29 00:51:32 -04:00
DarkGuardsman
55a42adce1 Changed start pump to drain multi sources
I've been avoiding this because i wanted to remove the starter pump.
However, seeing as early game it is needed i wanted to rework it. As
well since finite fluids are become more and more common i changed the
code. It will now drain sources within 20 blocks of itself. I'll still
need to redo the path finder, render, and several other parts to match
the change i want. I'm thinking of doing a buildcraft style pipe
extension from the base. However, with a full render and animation to go
with it. The other option that came to mind was a hose attachment
allowing it to be a basic version of the construction pump without the
drain.
2013-07-27 17:53:03 -04:00
DarkGuardsman
e9c61d427f Moved path finder call into the entityUpdate
This will reduce how many times its called per run limiting it to once
every second only if the result count is bellow the need.
2013-07-27 17:50:22 -04:00
DarkGuardsman
0b22ae29f5 more work on drain 2013-07-27 03:12:22 -04:00
DarkGuardsman
d2c64e34d0 Fixed construction pump requesting while off
Not off but there was not enough room for the full disc. The
construction pump when disabled was not removing itself from all valid
drains.
2013-07-27 01:10:45 -04:00
DarkGuardsman
a4fedc5ef8 Partly fixed drain method for drain block
It still needs more work especial with its half of the pathfinder. As
well i'm guessing tests need to be done on amount of fluid drained
compared to amount present.
2013-07-27 01:02:43 -04:00
DarkGuardsman
d8c167f06a Got fill part of the drain mostly working
It still needs more refinement, balancing, and bug fixes. Main issue
that was spotted but not confirmed yet was liquid being used even if not
filled.
2013-07-27 00:13:30 -04:00
DarkGuardsman
f773af8ff7 Worked on pathfinder 2013-07-26 20:52:11 -04:00
DarkGuardsman
309f9a620a Created a tool to test the drain collection sorter
This runs out side of minecraft even though it require minecraft code
and UE api code to work. This is main due to the use of the UE Vector3
class to do the testing with.
2013-07-26 17:10:13 -04:00
DarkGuardsman
ca6c94b390 fixed drain fluid block collection sorter
It has been tested and should be fully functional. As well i removed the
old drain sorter as the new collection sorter can world for both drain &
fill.
2013-07-26 17:09:30 -04:00
DarkGuardsman
93669e9a7c reformatting and cleanup 2013-07-26 02:15:47 -04:00
DarkGuardsman
c4dd1e7c4f Fixed generic tank not showing in creative menu 2013-07-25 15:28:45 -04:00
DarkGuardsman
fd94bf51c7 Fixed Tile Render texture 2013-07-25 15:28:32 -04:00
DarkGuardsman
1d4f383e8d Changed construction pump to need redstone input 2013-07-25 12:51:00 -04:00
DarkGuardsman
72682ea705 Changed how tiles request liquid from the drain
It now takes a fluidStack and amount allowing for the fluidStack to be
null. As well Fluid was changed to FluidStack so that the tag could be
included
2013-07-25 12:50:36 -04:00
DarkGuardsman
c18400cf95 Fixed release valve redstone input 2013-07-25 10:52:48 -04:00
DarkGuardsman
ff46fb58f5 Fixed crash on sink loading 2013-07-25 10:47:10 -04:00
DarkGuardsman
d0951bfe7e Fixed tank save issue
When i change the tank to extend TileEntityFluidStorage again to save
time. I forgot to change the tank to use the prefab fluidTank var so
that it would save correctly.
2013-07-25 09:56:39 -04:00
DarkGuardsman
f9a4822ea6 Worked on how fluidTiles merge 2013-07-25 09:43:08 -04:00
DarkGuardsman
ca924a3d24 added lava and water merge conflicts to registry 2013-07-25 08:02:13 -04:00
DarkGuardsman
b607193f16 Added waste create code as merge conflict
In the case that two liquids merge safely with no result it will create
waste liquid. To prevent this a mod should register a merge result
allowing for more complex or better liquid merging.
2013-07-25 07:54:06 -04:00
DarkGuardsman
b618f85ce7 Worked on Fluid network code
Attempting mainly to fix balancing and saving issues of tanks in the
network
2013-07-25 07:17:37 -04:00
DarkGuardsman
cb9292bdec changed block IDs to called getNextID() 2013-07-24 15:27:22 -04:00
DarkGuardsman
e9fcf18193 Fixed recipes registering 2013-07-23 23:48:34 -04:00
DarkGuardsman
69b15a2796 Added fluids 2013-07-23 23:48:25 -04:00
DarkGuardsman
b8e8c64094 worked on recipes 2013-07-23 21:59:36 -04:00
DarkGuardsman
8b7f1cf18a Start loading recipes threw the RecipeGrid 2013-07-23 03:40:00 -04:00
DarkGuardsman
d7379a6545 Fixed error with two pipes loading with same config 2013-07-23 03:39:44 -04:00
DarkGuardsman
13f8546989 reworked recipe system and main class file 2013-07-22 18:23:54 -04:00
DarkGuardsman
c2633cacd5 removed subs and build file 2013-07-22 00:35:51 -04:00
DarkGuardsman
b5b4373672 cleanup 2013-07-22 00:35:42 -04:00
DarkGuardsman
2763a6c964 Cleanup and optimization
Removed some code that is no longer support in the core mod
Merged all ItemBlock classes into a simple class that will later be
moved to the core.
Optimized blockID and config
2013-07-21 22:56:25 -04:00
DarkGuardsman
c21700e633 changed block structure
Creative tab and configs are now done in a main block class to reduce
lines of code
2013-07-19 11:39:25 -04:00
DarkGuardsman
2121a01e5a Changed Creative Tab and Cleaned up inports 2013-07-19 09:58:20 -04:00
DarkGuardsman
4404f4feab Fixed tank fluid rendering
This took a bit of time too do plus rewriting BuildCraft fluid render
code to just find out they registered the texture path wrong
2013-07-15 19:21:55 -04:00
DarkGuardsman
c6dbe71cfe Fixed NPE error with fluidstack 2013-07-12 11:27:22 -04:00
DarkGuardsman
6d454f880f Fixed most texture issues 2013-07-12 11:27:11 -04:00
DarkGuardsman
805b632818 slight network change 2013-07-11 04:40:38 -04:00
DarkGuardsman
7b6ae77fdf All errors remove and updated to 1.6
Not to just bug test
2013-07-10 23:51:50 -04:00