Revert "CMD Sync while git Client is messed up"

This reverts commit 6dd7bd1160.
This commit is contained in:
Robert 2013-12-25 08:24:57 -05:00
parent 6dd7bd1160
commit acf97c1707
799 changed files with 37405 additions and 0 deletions

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# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
*.sln merge=union
*.csproj merge=union
*.vbproj merge=union
*.fsproj merge=union
*.dbproj merge=union
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
# These files are text and should be normalized (Convert crlf => lf)
*.java text
*.xml text
*.txt text
# These files are binary and should be left untouched
# (binary is a macro for -text -diff)
*.jar binary
*.so binary
*.dll binary

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.gitignore vendored Normal file
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!*.*

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.gitmodules vendored Normal file
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[submodule "Built-Broken-Lib"]
path = Built-Broken-Lib
url = https://github.com/DarkGuardsman/Built-Broken-Lib.git
[submodule "CoreLibrary"]
path = CoreLibrary
url = https://github.com/DarksCoreMachine/CoreLibrary.git

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CodingStandard.xml Normal file
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Copyright (c) 2013, DarkGuardsman
All rights reserved.
0. Definitions
--------------
Minecraft: Denotes a copy of the Minecraft game licensed by Mojang AB
User: Anybody that interacts with the software in one of the following ways:
- play
- decompile
- recompile or compile
- modify
- distribute
Mod: The mod code designated by the present license, in source form, binary form, as obtained standalone, as part of a wider distribution or resulting from the compilation of the original or modified Minecraft sources.
Mod Pack - Package distribution of mods and there assets to be used by the user for easy install and collective download.
Texture Pack - Package distribution of texture or art work to change the visual look of the mod.
Dependency: Code required for the Mod to work properly. This includes dependencies required to compile the code as well as any file or modification
that is explicatively or implicatively required for the Mod to be working.
Owner: The project leader of the Mod regardlessly of repo holder, manager, or developer
1. Scope
--------
The present license is granted to any user of the Mod. As a prerequisite, a user must own a legally acquired copy of Minecraft. Terms of license may change anytime with or without notice. The user of this Mod will be subject to the newest version of this license.
2. Liability
------------
This Mod is provided 'as is' with no warranties, implied or otherwise. The owner of this Mod takes no responsibility for any damages incurred from the use of this Mod. This Mod alters fundamental parts of the Minecraft game, parts of Minecraft may not work with this Mod installed. All damages caused from the use or misuse of this Mod fall on the user.
3. Play rights
--------------
A) The user is allowed to install this Mod on a client and to play without restriction.
B) Server owners are allowed to install the mod as part of the server as long as the following is meet
1) Membership to the server is not required to access the content.
4. Modification rights
----------------------
The user may modify the original code for private use, learning experience, or to make a contribution to the original project source code. This does not give the right to redistribute any part of the original or modified code.
5. Distribution of original or modified copy rights
---------------------------------------------------
Is subject to distribution rights this entire Mod in its various forms which
includes but not limited too.
- binaries both original or modified
- source code both original or modified
- patches to its source or binary files
- any copy of a portion of its binaries, or source files
A) The user is NOT allowed to redistribute this Mod partially, in totality, or included in a distribution without explicate permissions from the owner. With the only exceptions being for the case in section 5 part B.
B) Distribution of this mod in a mod pack is only allowed if you have permission from the author. Once you have a permission you must agree to the following:
1) The mod pack should not contain a major version release of the mod within one week of its release to allow for bug fixes.
2) The mod pack should not contain a modified version of the mod unless to change the texture look of parts of the mod
3) The mod pack owner or contributors must redirect issues, errors and bug reports to the issue area of the mod's original github repo
4) The mod pack needs full public permission from all parts of the mod pack including mods, assets, and textures if it is publicly released.
5) The mod pack or its download site should allow access by users to the list of permissions and credits to authors
6) The mod pack or its download site should contain links to mod documentation and original mod sites
7) The mod pack can not make any profit from the distribution of the mod. Including but not limited to adfly links.
8) Any time any member of the mod's team can revoke the permission without reason
C)Private mod packs have permission automatically as long as its for a small server. Large server mod packs are considered to be public and need public permission from the author.
D) Textures of this mod are allowed to be used in the creation or modification of texture packs without permission. That is as long as links and credit to the original mod are given for easy user understanding.
6. Use in media creations rights
------------------------------------------------------
Subject of media includes pictures, films, streams, or any form of graphic based content.
This includes but is not limited to
- You-tube video uploads
- Live streams such as twitch.TV
- Game play videos created by programs like fraps
A) The user is fully permitted to create media that show content of the mod. However the creator is subject to the following.
1) The media can not be used to collect profit without permission
2) The media should not deface the mod in any way.
3) The media should follow the rules of distribution for the mod
4) The media should give credit to the mod author
5) At any time the author can request media to be removed

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## Assembly Line
### Brief
Assembly Line is a Minecraft mod that brings realistic factory style systems into Minecraft.
### Project Team
* Darkguardsman - Head-Dev
* Archadia - Assistant-Dev
* Briman0094 - Ex-Dev Assembly Line
* Calclavia - Ex-Dev Assembly Line
* LiQuiD - Ex-Dev BioTech
### License
Anyone is free to work on the mod and will get credit as long as they understand the mod belongs to the repo owner.
For the full license read the license.txt file inside the repo
### Translations
Please submit a pull request if you would be willing to translate this mod into another language.
### Contact
Join *#universalelectricity* on EsperNet. Remember to follow the rules and respect others as with any other channel.

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dir.development=./
dir.mcp=${dir.development}forge/mcp
version.minecraft=1.6.4
version.mod.major=0
version.mod.minor=5
version.mod.revis=0

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<?xml version="1.0" encoding="UTF-8" ?>
<project name="CoreMachine" default="build">
<property file="build.properties" />
<property environment="env" />
<property name="file.core" value="AssemblyLine_v${version.mod.major}.${version.mod.minor}.${version.mod.revis}.${env.BUILD_NUMBER}.jar" />
<target name="build">
<copy todir="${dir.development}">
<fileset dir="../Minecraft Forge Latest/" />
</copy>
<copy todir="${dir.mcp}/src/minecraft">
<fileset dir="${dir.development}src">
<exclude name=".git/**"/>
<exclude name="**/*.xml"/>
</fileset>
<fileset dir="${dir.development}Built-Broken-Lib/src">
<exclude name=".git/**"/>
<exclude name="**/*.xml"/>
</fileset>
<fileset dir="${dir.development}CoreLibrary/src">
<exclude name=".git/**"/>
<exclude name="**/*.xml"/>
</fileset>
<fileset dir="${dir.development}APIs">
<exclude name=".git/**"/>
<exclude name="**/*.xml"/>
</fileset>
</copy>
<!-- Make all directories -->
<mkdir dir="output" />
<!-- Replace version numbers -->
<replace dir="${dir.mcp}/src/minecraft" token="@MAJOR@" value="${version.mod.major}" />
<replace dir="${dir.mcp}/src/minecraft" token="@MINOR@" value="${version.mod.minor}" />
<replace dir="${dir.mcp}/src/minecraft" token="@REVIS@" value="${version.mod.revis}" />
<replace dir="${dir.mcp}/src/minecraft" token="@BUILD@" value="${env.BUILD_NUMBER}" />
<exec dir="${dir.mcp}" executable="cmd" osfamily="windows">
<arg line="recompile.bat" />
</exec>
<exec dir="${dir.mcp}" executable="cmd" osfamily="windows">
<arg line="reobfuscate_srg.bat" />
</exec>
<exec dir="${dir.mcp}" executable="bash" osfamily="unix">
<arg line="recompile.sh" />
</exec>
<exec dir="${dir.mcp}" executable="bash" osfamily="unix">
<arg line="reobfuscate_srg.sh" />
</exec>
<!-- Copy compiled files into folders to be zipped -->
<copy todir="core">
<fileset dir="${dir.mcp}/reobf/minecraft" includes="com/builtbroken/assemblyline/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="com/builtbroken/common/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="com/builtbroken/minecraft/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="buildcraft/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="cofh/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="dan200/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="ic2/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="universalelectricity/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="micdoodle8/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="mffs/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="org/modstats/" />
<fileset dir="${dir.mcp}/reobf/minecraft" includes="icbm/" />
<fileset dir="${dir.development}resources" excludes=".git/**" />
</copy>
<copy todir="output" file="LICENSE.txt" />
<copy todir="output" file="build.properties" />
<!-- OUTPUT LATEST JAR AND ZIP FILES -->
<jar destfile="output/${file.core}">
<fileset dir="core" />
</jar>
<copy todir="output" file="${file.all}" />
</target>
</project>

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[InternetShortcut]
URL=http://creately.com/blog/diagrams/all-you-need-to-know-about-flowcharting/

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The current system is down right crap and nearly useless compares to computer craft. As much as i will offer support for computer craft i need a system built in. So i've decided to make a system that uses code, and a flow chart. This system i hope will be 100% compatible with computer craft. As well i plan to make a way to translate between the two.
The main idea
To use a drag and drop flow chart system to create simple programs for the armbot. Basic commands will be created as blocks that can be reused. Custome blocks can be created by other mods and users. Though the user is limited to using the current command blocks as prefabs. Each command block can be edits to change the default varables. A look up table should be used to help select the item when an ItemStack is used a filter.
Logic should also be supported using a basic IF statement. The statement needs to branch off the code storing two seperate exit points. If statements can be nested with in this to create more logic. ElseIF is not supported due to how complex it will be at the moment. Anything that can be done with it can also be done with an IF statement by having the IF statement skip the other IF statements under it.
To support computer craft each command will handle its own CC code. As well users can define how the command would work on the CC side but as a later on feature. Other features will be added down the road to support direct outputing of CC code from a flowchart. This will make it easier to work with the armbot and other non-AssemblyLine machines.

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Curent Objects
Armbot
Conveyor belt
Manipulator
Rejector
Crate
Detector
Planned Objects
Item Rail line - pipe based rail that has a drone cart inside to pickup and move items. Moves very fast but cost a lot of energy to use.
Armbot Drone - movable version of the armbot that can do basic task but is limited on range from its station.
Armbot Drone Station - docking point for the armbot after the task has been completed. As well charges the armbot battery.
Armbot Cart - Rail cart version of the armbot. Requires the use of power rails or battery cart to function.
Power Rails - rails that are powered by electricity
Powered Cart - Electric version of the steam cart
Iron Storage cart - Reinforced cart that caries items like a chest cart. Can't be opened by a player
Battery box cart - holds energy to be used by the train or for transport.
Tanker cart - Barrel strabed to a cart. moves stabled fluids
Reinforced tanker cart - sames as above but for unstabled fluids
Reinfoeced Powered cart - armored tank like version of the powered cart. comes with a plow to removed things from infront of it.
Light cart - produced light
Crate cart - crate in a cart. Used the same as a chest cart but with more storage.
Chain motor - moves chains up or down. suppors redstone and computer control
Chain - defines the path by which objects can be pulled up or down by the chain motor
Chain claw - attaches chains to an object so it can be moved with the chains.
Elevator Belt - moves items strait up
Elevator box - moves objects strait up and can be connected to several boxes at once to make a lift. Used to move entities or carts up or down.
Crane - Advanced version of the armbot that has a range equal to its rails. Can move anything with its arm.
Crane Rail - defines the area by which the crane can move on.
Crane PLC - controls the crane
Crane Drop off - defines the area for which items are to be dropped by the cranes mining arm
Crane pickup - defines and area by which the crane should pickup items. Supports carts
Drill - attachment for the crane to make it mine
Laser Drill - same as above but uses energy to mine with.
Arm - normal attachment for the armbot to pickup entities, or blocks.
Box - An item used to store and move items with out knowing what they are. Made from paper, and very cheap. Designed for shipping items to other players. Can be used to store items by stacking them up. However, has no real use.

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Block that will detect and grab items from belts. Depending on its settings it will fill or drain the item of its fluid volume.

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First the belt needs major work to take it from an item mover to a useful tool.
One thing that needs worked on is replacing the velocity system for items with a pipe logic system. Pipes have item movement right to save on performance. In which they move the item threw a routing system and then render it inside the pipe. We can use the same system by routing the items threw the conveyor network. Then render the item floating above the belt. This will save on performance by not having items on the ground, nor on collision motion updates.
Next idea is to have block actually render on the belt at 1/3 or 2/3 size. This way there is more visual effect of working with the belts. This can then later be tied into complex crafting to offer really cool looks. In which you can watch as the block changes threw the factory. We can work this for some items as well like armor, tools, and ingots.
After this we need to rework the power system to support machines again. This way you can connect and power machines from wires in the belt. As well add fluid support. Both need to be optional and require the item to be added to the belt in word. It will show in a tray on the side of the belt.

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DNA will be used as a way to understand and modify entities by the player. This includes farm animals, monsters, and the player. Though many of the monster, and player tech might show up in other mods but will use the same system.
First part is the player will need to collect blood from animations and then run it threw some machine. Main machine will be the DNA machine that will encode the DNA into a card that can be read. This DNA then can be taken to another machine to change how the DNA works. Both of these machine can later be combined into a DNA workstation to increase what the player can do. The machine will not use much power though it does take a lot of time to function. Automation should not be allowed on this machine but will later be added to more advanced version that are designed for automation. Reasion for this is to force the player to work for DNA changes since after they changes are refined they are easy to imploy.
To imploy the player will enject the DNA into the living creature. The creature will only slightly change depending on the level and method of the changes. However, the creatures children will take on the changes right away. This will force the player to breed animals inorder to get the changes. As well breeding might be added to create DNA changes between two different sub sets of the same creature. Eg Pink and black sheep to get a either more pink or more black wool.

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The design for farmTech is to create a simple mod to do farming on a massive level. As well to provide advanced processes for players to take advantage of to work there crops better.
Machine List
Wood Cutter - A machine that works its way threw a tree farm to harvest and replant new trees
Farming Box - Contains a drone that auto farms a large field. Has upgrades for range, drone count, increase speed, and crop types.
Compost Box - creates fertilizer to increase the rate by which plans grow
Compost Compressor - compresses compost down into ingots that can be used as fuel.
Bio Fuel refinery - take in several diffrent types of material to create bio fuel
Milk tank - advanced version of the one in FM designed to protect the milk from decay. Optional feature for milk to decay
DNA work station - processes, reads, upgrades, and works with DNA from any mob, creator, animal, and even players.
DNA contructor - builds a new creature from the DNA sample, uses a ton of power, carbon, water, and other minerals.
Items
DNA Cell - stores a DNA sample after it has been process from a blood sample
syringe - collects blood from animals, can also be used to inject DNA alterations into animals
Drone config - used in connection with a few machines to tell the drones were to farm
Fertilizer - bag of decayed matter used to make plant grow fasters. will create a snow like layer over dirt
grass - tall grass and grass will now drop grass that can be used to feed animals, fertilizer, armor, traps, etc crafting extras
sticks - trees will now drop sticks for use in making cheap fences, and crafting.
Blocks
Mud - jelled version of liquid mud that is slowly turning into dirt
Ferilizer - thin snow like layer that is slowly enriching the soil
FertileSoil - soil that has ben fertilized and is read to grow plants
EnrichedSoil - fertile soil after a few uses will turn into this
grass clumb - grass item turned into block used for very cheap fertilizer

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DNA Digital Card
-Instead of using the DNA string use a digital card and store all the DNA stats on it.
DNA Digital Card Reader/Writer
-And add a new machine/computer that reads the card and on which you can change the stats with using the DNA string as a currency.
-So if you want to add more health to a mob you need like 15 DNA strings of that mob type per 1 health added.
DNA Spawner
-It reads the DNA card and then consumes a very large amount of energy/electricity to spawn the mob.
Farming Machine
-My idea for this machine is to let it create a farming area depended on how much Range Upgrades there were inside the machine.
-The farm produces waste as a side product of the farm.
Waste
-Is a liquid side product created by the farming machine.
-It is distributed through maybe a waste pipe that can be added to Fluid Mechanics or the Sewer block
Sewer
-As I didn't want to have FM as a must install to transport waste I had this idea in mind for Biotech.
Refinery
-This machine refines waste in to water and maybe fertilizer?
Cow Milker
-I don't know if you want to add this machine to FarmTech I just liked the idea to automate the cow milking process.
BioRefinery
-Maybe this machine can be combined with the other refinery and can be switch to be a refinery for milk or for waste?
Egg Battery(Probably should have a different name)
-Don't know if this would be nice but having a multiblock machine that uses eggs to spawn chickens on a "threadmill" and generate power?
Woodcutter
-My original idea was to have this machine put next to a line of trees and let it cut the blocks one by one.
-And the length of the line of trees that can be cut is defined by the amount of Range Upgrades inside the woodcutter.
BioCheese
-Dunno if this would be a nice item to keep in FarmTech. It was produced by putting milk in the BioRefinery and then it would refine the milk into the cheese.
-It would produce more cheese if you would add seeds.
Sprinklers
-If you use those with the farming machine, the farming machine will produce a lot more waste.
-But these machines use fertilizer and water to increase the crop growth.
Milk
-Maybe make it a placeable liquid/fluid?
-Needs more uses if the Cow Milker is implemented. Cause the only use now is BioCheese

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Since it might not have been clear from the design.txt here is the todo list.
Main thing is to setup the prefab center of the machines. These will handle most of the main operations that then can be built on to. Power prefab are already handled by Dark-CoreMachine.
Step One
Improve current farming system. This is mean adding more crops, better tools, more complex harvesting, and round about general farming tech
Blocks
Enriched dirt - soil + fertilizer, grows plants faster, lasts threw several crops
6 stage block ID from fully used to never used
Fertilizer - compost with a little extra stuff, place on soil to turn it into Enriched dirt
Fluid, Fluid Block, flows over the dirt then merged into the dirt turning it into Enriched soil, very slow flow rate
Crops - override on the built in crop system, as well a dynamic API driven system of creating new plant types
Can't recall the current stock of plants in game but the idea is to create a tileEntity that stores the crop that doesn't update at all. Normal block updates will be used to call methods in the tile to force growth of the plant. Diffrent biome based plants need to be added. This will save on creating a block ID per plant
Compost - Pre stage to fertilizer. Will be mixed with dirt, water, and sand to create Fertilizer. Is stored as a bag or bucket item. Can enrich a single block of dirt to half enrichment by itself.
Compost box - creates compost from decayable matter over a time span of an hour or two. Takes a long time to create and has a diffrent time span per item
More fences - more dynamic and better looking fences to keep animals in or out. Diffrent colors, shapes, strengths, etc. Will be tileEntity data sync so to keep it down to one blockID. TileEntity does not update all at unless used for power on applications. Eg electric fence, or sensor fence.
TileEntity
Compst Box - basic processing of 4-8 slots per box, with a collective count of compost stored with a max of 255 per box. Compostis collected using buckets, and later bags
Entities
Change animals to look for an try to eat plants. This will force the player to want to fence off crops.
Step 2
Block
Scarcrow - prevents most bird from attacking crops, can look exactly like a player
Sprinkeler - waters crops, when FM is installed it will require pipe input
Wood Tank - Added when FM is installed as a cool little feature. Can only store water
Crop support - blocks that support the growth of crops by increase growth height, restricting range of growth, or protect it from animals
Fruit trees - normal MC tree but yeilds a small crop of fruit every so often
Bird house - allows a bird to nest and stay in the area
Rat hole - created by the play as a more man made hole, or by the rate to indicated infestation
Bee box - later use, not sure if i want to go down this path right away. Might start with bug box
Bug Trap - block that draws in bugs and kills them, comes in several shapes and sizes.
Fungus - crops like grass but on all surfaces. Is a thin non-collision based block that provides cool crafting, and food.
Fluid
Pestizide - kills off insects but reduces crop yeild, created in potion stand and then mixed with water
Spray fertilizer - same as fertilizer but can be sprayed over an area for greater effect, same as above
Items
Spray can - sprays fluids in a small area. Looks like the pic in the link, might even do player render for when in hand. Takes potion vials, or canisters http://www.environmentalhealthnews.org/ehs/images/2008/pesticide-spray%20besemer.jpg
Foods - Random foods using the newly created crops
Entities
Birds - Eat seeds, crops, and so on
Birds of prey - kill small birds, and rats
Insects - attack crops and prevent growth. Though a reverse version of is created that protects the crops
Rat/mice - small animals that attack crops, can kill small crops but don't really effect large areas

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This will work in combo with automation to allow auto fishing. However, the user can use it to detect fish in water. Though what it actually does is increase the chance to catch fish, and create random dots on the GUI. its more of a fake block that just offers a bonus to creation. Though when used with armbot it will allow it to fish.

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Block Smelter Turns blocks into lava for use as fuel, or building. Very basic 3 block machine that uses massive power to melt all items down into liquid blocks. Can be used to mass smelt ores down into liquid ores. Will produce sludge as a byproduct for items that can't be smelted. Steam Piston Takes steam and uses the force generated by it to do work. Give the right amount of pressure, and flow rate to create power. Will output steam at a lower pressure, and flow rate. Void pipe Uses to teleport fluids around the world at a high energy cost. Uses expensive material to create but does output 8 pipe connectors. Can temp store 100K fluid but doesn't save on world save Void tank Very expensive system for storing fluid at a high energy cost. Energy is only used to access the fluid. The tank can store 10MB of fluid per world. Can be accessed by anymore who knows the name of the tank. Does allow for remote access as long as the tank is created with the same tank name. Cost x10 more than void pipes to run and craft making void pipes a nicer idea. Boiler gas exchanger Place between an upper & lower tank set to help exchange gases between the two. The tanks themselves will act as a boiler. Heater Generates heat from diffrent types of fuels. When placed bellow a boiler setup will heat the lower tank and create gases. Pressure Release valve Controls the pressure created by a network. Will stop flow if pressure is too high or too low. Can be configured by the user, and increases pressure slightly at cost of flow rate One way valve Only allows fluid to flow in one direction Valve Both redstone and manaul versions for the player to control the flow threw pipes Fluid detector Normal redstone version as well advanced computer craft version. Detects fluid and will ouput redstone Pressure detector Triggers redstone when pressure is at a key level Flow rate detector Triggers redstone when pressure is at a key level Fluids Oil - Both cruid and refined versions Fuel - Created from refined oil Bio Fuel - created from plant matter Air - normal air from the world, uses as a pressure source. O2 - seperated from air to be used for several diffrent things CO2 - sperated from air to be used for several diffrent things N2 - """" Sludge - byproduct of varies industrial process. Works like waste liquid and stores the exact items uses to create it. this way it can be salvaged later on. Milk - Milk fluid as well override the bucket to allow working with it Chocolate Milk - mixing byproduct of chocolatte and milk. Easter egg since it will not be defined as a normal mixing process Chocolate Fluid - fluid version of chocolate, other than the milk it will have other crafting designs later on Mixer Mixes items and fluid together to create new items or fluids. Involves a complex setup of a mixer tank. Can create potions Potion filler Mass fills potions or fluid containers. Is only added when assembly line is added to the game. Condenser Turns gases into liquid form using varies methods. Is basicly a pipes that can be surrounded by diffent object to cool the fluid down. Eg. ICE, water, coolant. Fluid will drop in tempature by so much per block, and per block surrounding the block. Uses a heating api to calculate this.

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Idea is to use a 3 part system to generate power from heat. A) Heat producer Anything that generates heat include engines, generators, reactors, wires, lava, sun, etc. Each object has diffrent heat values B) Heat conductor Conducts or stores heat threw diffrent methods. Is very tempory heat storage as it will cool back down without constant heat C) Heat users Machines that use the heat for a purpose. This includes boilers, themeral couples, plants, machines, etc. Each of these will involve some coding to make work correctly. For heat producers it will be a simple output X heat at Y tempature. This will be used by a manager for several uses. Main is to heat the surounding blocks, and world. As well damage, melt, or even chill block if negitive heat value. Heat conductors will work like heat users but will not work the heat. Rather they will decipate and store the heat. These are general block, and metal plates. Heat users will be generators mainly. They will each have there own code set but should use the heat in the same way. X ammount of heat equals W amount of work. Plan is to effect the enviroment with this system as well and create a conflex system. The user will never noticed the system over all. That is unless they abuse the system in some cases. These cases will be working to turn a snow boime into a desert boime using extreme heat output. Since the heat will be mapped to a seperate map with the normal block map it will work with other mods. As well effect entities like the player. If it get to warm the player will take heat damage. Too cold the player can turn into solid ice. Making for very interesting effects.

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Advanced versions of the hopper should be added to assembly line to both boost its use and increase functionality of the hopper design.
A) Multi output hopper
Multi output hopper that is configured with a wrench for connections. Can output to several blocks but cost a bit more than a normal hopper
B) Sorting hopper
Combination of a mulit output hopper with a few motors and a detector. Can not only output on several sides but has the logic to support sorting to those sides. Uses inprints in the GUI per side opened.
C) Hopper 2.0
Either override the current hopper or make a better one. This hopper will contain open to turn it off with redstone and control the timing of items being outputed. As well can support imprints to determine what can enter and exit.

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PLC
I know another mod has Programming logic controls(PLCs) however i don't really care. What i'm planning on doing is adding a block that can use the same coding system as the armbot. This way there are even more uses for the flowchart system, and more factory control.
Idea
Basic multi-functional mini computer that can do several different logic tasks. Mainly it will be used to control redstone, power, and other machines. It will not do anything on its own or even have built in sensors. It will however use the same exact commands system as the armbot. This means the armbot system is going to need to be recoded to understand non-armbot machines.
Looks
Little box smaller than a single block. Will have 4 sides for input and one side for power. Will connect to the face of a wall. Will render connections to objects near it.
Extras
Wrench rotation support for both rotation and turning off connection nodes.
Displays
Very simple programable display that is fully customizable to display data and control systems.
Idea
The idea is to provide a display that can be designed and programmed by users. Using a system very simular to Visual studios drag and drop GUI builder. Other than that it will use the same coding interface to do its logic. Though its main purpose is to display data and change data values of machines. A very easy use of it will be redstone switch to turn off a machine. Another is to display the machines power needs/uses and item outputs.
Looks
Like a computer monitor that has several different selectable monitors. Very basic versions will be a CC monitor look, and flat panel version. Though there plan is to allow rotation to make it easer to view.
Extras
Selectable rotations both pitch and yaw. As well different colors, models, textures, and designs.

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We want to keep wires very simple so that user doesn't need anything extra to run a string of machines together. However, we want to offer as many extra options that are 100% optional. This means they are not required but are avaible to more advanced users.
Features
Support UE and IC2 power as Builcraft will be converted to generator that translate the energy to UE values creating lose. The same might be done for IC2 later using a transformer if it becomes an issue.
Extra Features
Colored casings - similer to RI but not in the same way. A wire will be cased using a machine and only a machine. This way it both forces the user to think ahead, and makes it cheaper to mass produce
Multi-block - Same as RI, and redpower. We want to support multi-blocks on all levels, and in all parts of the mods. Chicken bones api will become part of the core, or we will make our own. Though the main point is too allow the user to hide the wires.
Switches & interupters - You may things these are there own blocks but the wires themselves will be the blocks. On right click of a wire with the item they will convert to a block of the type. A specially designed network system will understand the relation of the new block and know that energy can/can't flow threw it.
Multi-wire support - Similar to Redpower multi wires in which several wires can exist in the same wire. This will be a simple step once the network is told how to understand wires. Then it will be a simple fact of telling the wire what wire colors it has.
Lay down wires - Yes like Redpower once again, redpower seems to lead the way in minecraft tech, these wires will lay against the block and allow several wires to exist in the same block space. This will take a bit to code both the renderer, logic, and placement. Once done it will be a very very grand way to create networks.
Lay down pipes - this will work with the above and be added to FM but will need code base in the core wires. These pipes can exist in the same space as wires, As well right next to wires. Which will change the wire render slightly to have the wires go under the pipes. Should make for very effect space design.
Machine wiring - machines will need to be changed to allow for wires to go threw them. This will act like the wire is being passed around, under, or threw the machine. The player will right click the machine to say that it can pass wiring. After that the machine will act like a wire as well.

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Designed off a phototron grow box from getPhototrom.com TV segment
Well not completely as i've had this idea before and the comercal reminded me of what i was planning. As well added to it a bit.
The design is a multi-block box design of any shape, and model design. It will be provided with dirt, seeds, water, and electricity to produce farming plants. Its 100% self contained and comes in several teirs.
Teir 1
Basic box that requires no power but must be in sun light. As well must be hand feed with water, dirt, and seeds. Made out of wood, sticks, and glass. Pretty much a green house box.
Teir 2
Start of automation. Box contains a protective case, heater, and sun lamp. Must be provided with electricity. Still must be watered, and feed with items.
Teir 3
Increased automation and comes with a robotic arm. Can now be auto feed with items, and fluids. Will do everything needed to grow the plant. Will only need a little bit of water, dirt, and seeds when it runs out. Will auto output farm products over time.

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Fire Box(stone, iron, steel) Uses carbon based element to burn and generate heat. This heat can then be used by anything to do what it needs Liquid Fire Box(Prototype, basic, advanced) Burns fuel, and powered coal to generate heat at a very high rate. Heat Couple Turns heat into eletricity using thermal couples. Doesn't generate a large amount of energy but is useful. Heat Plate(copper, tin, steel, iron, bronze, lead) Hold heat for a short ammount of time. Souround a heating couple to buffer heat produced, or surround a reactor to help it stay cool. Furnace 2.0 Overrided version of the vanilla furnace. Come with two output slots, and a much inproved GUI. Can be upgraded to improve what it can do. Upgrades include senors, desplay, heating element, gas burner, and timer. Prototype Electric Furnace Upgrade of the furnace to add a heating element so that it can heat items with electicity. Looks like a furnace with wires and metal plates sticking out of it. Electric Furnace Built from scratch furnace rather than an upgrade that used electricity to cook/melt items. contains a GUI that will inform the user how much longer is left on the cook time, what tempature the device is at, estimated run time left, etc. Also contains external indicators for power, items dones, and is still running. As well has options for audio beeping when done. Battery Box Stores energy using Battery items. Has a chance to damage the battery over time. Can be networked together but at a cost of reduced power output. In which power is limited to how much the single battery box can output. Charging pad Can be placed on any surface. Allows the charging of a few items depending on its setup. Will charge and render the item inside the bad. A bar will display under the item showing how much it has been charged. Has several setup with the first being single item. In which the item will display at the center of the pad. Second version is two item setup that has reduced charge time and can store two items. Third setup is wall rack which can mount 4 items. Fourth is the same as the third but with 8 items. This is design as a rack in which the entire render will change. Instead of a part each item will be side ways, and have a red/green light above it. A larger bar will display at the top of the rack showing the racks battery life. Each setup is both designed for looks, and improved use. Capacitor Bank Improved version of the battery box. In which the batteries are replace with controled capacitors. They don't damage as easy and power output can be controled. It also allows for better networking and can be upgraded. The capacitors act like tanks and show a green fluid like level for energy. This way the user can easily see how full the batteries are. Display Used for anything. Main use in this mod will be to display Volt, amp, or watt readings from the machine next to it. Has a wide range of display modes allowing varies looks

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Need improved just a bit to provide better features. Currently the only features are lagless mutli-block networks, and redstone output.
Feature ideas
Auto feed system. Tanks use to have this were they feed machines bellow them with fluids. was original designed to support the tank design and was removed during a rewrite.
Graphics
Though i've been working to reduce graphics so things run better i had a few ideas.
Fluid flow - actually show the fluid moving and sloshing in the tank.
Connections - show the fluid moving in and out of connected machines/pipe
Wrench support - allow the wrench to turn off side renders. Too improve design and performance.

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[InternetShortcut]
URL=http://en.wikipedia.org/wiki/Hardnesses_of_the_elements_(data_page)

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Not driven by the labour of man, but accelerated by the rhythm of machines

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[InternetShortcut]
URL=http://en.wikipedia.org/wiki/Mohs_scale_of_mineral_hardness

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// Date: 6/3/2013 8:45:19 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX
package net.minecraft.src;
public class ModelTankSide extends ModelBase
{
//fields
ModelRenderer rightSiding;
ModelRenderer leftSiding;
ModelRenderer topSiding;
ModelRenderer botSiding;
ModelRenderer botRightOut;
ModelRenderer botLeftOut;
ModelRenderer topRightOut;
ModelRenderer topLeftOut;
ModelRenderer leftSide;
ModelRenderer leftTopSide;
ModelRenderer leftBotSide;
ModelRenderer rightBotSide;
ModelRenderer rightSide;
ModelRenderer rightTopSide;
public ModelTankSide()
{
textureWidth = 128;
textureHeight = 128;
rightSiding = new ModelRenderer(this, 0, 19);
rightSiding.addBox(-7F, 11F, 7F, 2, 10, 1);
rightSiding.setRotationPoint(0F, 0F, 0F);
rightSiding.setTextureSize(128, 128);
rightSiding.mirror = true;
setRotation(rightSiding, 0F, 0F, 0F);
leftSiding = new ModelRenderer(this, 0, 19);
leftSiding.addBox(5F, 11F, 7F, 2, 10, 1);
leftSiding.setRotationPoint(0F, 0F, 0F);
leftSiding.setTextureSize(128, 128);
leftSiding.mirror = true;
setRotation(leftSiding, 0F, 0F, 0F);
topSiding = new ModelRenderer(this, 7, 8);
topSiding.addBox(-5F, 8F, 7F, 10, 3, 1);
topSiding.setRotationPoint(0F, 0F, 0F);
topSiding.setTextureSize(128, 128);
topSiding.mirror = true;
setRotation(topSiding, 0F, 0F, 0F);
botSiding = new ModelRenderer(this, 7, 8);
botSiding.addBox(-5F, 21F, 7F, 10, 3, 1);
botSiding.setRotationPoint(0F, 0F, 0F);
botSiding.setTextureSize(128, 128);
botSiding.mirror = true;
setRotation(botSiding, 0F, 0F, 0F);
botRightOut = new ModelRenderer(this, 0, 0);
botRightOut.addBox(-7F, 21F, 7F, 2, 3, 1);
botRightOut.setRotationPoint(0F, 0F, 0F);
botRightOut.setTextureSize(128, 128);
botRightOut.mirror = true;
setRotation(botRightOut, 0F, 0F, 0F);
botLeftOut = new ModelRenderer(this, 0, 0);
botLeftOut.addBox(5F, 21F, 7F, 2, 3, 1);
botLeftOut.setRotationPoint(0F, 0F, 0F);
botLeftOut.setTextureSize(128, 128);
botLeftOut.mirror = true;
setRotation(botLeftOut, 0F, 0F, 0F);
topRightOut = new ModelRenderer(this, 0, 0);
topRightOut.addBox(-7F, 8F, 7F, 2, 3, 1);
topRightOut.setRotationPoint(0F, 0F, 0F);
topRightOut.setTextureSize(128, 128);
topRightOut.mirror = true;
setRotation(topRightOut, 0F, 0F, 0F);
topLeftOut = new ModelRenderer(this, 0, 0);
topLeftOut.addBox(5F, 8F, 7F, 2, 3, 1);
topLeftOut.setRotationPoint(0F, 0F, 0F);
topLeftOut.setTextureSize(128, 128);
topLeftOut.mirror = true;
setRotation(topLeftOut, 0F, 0F, 0F);
leftSide = new ModelRenderer(this, 0, 19);
leftSide.addBox(7F, 11F, 7F, 1, 10, 1);
leftSide.setRotationPoint(0F, 0F, 0F);
leftSide.setTextureSize(128, 128);
leftSide.mirror = true;
setRotation(leftSide, 0F, 0F, 0F);
leftTopSide = new ModelRenderer(this, 0, 0);
leftTopSide.addBox(7F, 8F, 7F, 1, 3, 1);
leftTopSide.setRotationPoint(0F, 0F, 0F);
leftTopSide.setTextureSize(128, 128);
leftTopSide.mirror = true;
setRotation(leftTopSide, 0F, 0F, 0F);
leftBotSide = new ModelRenderer(this, 0, 0);
leftBotSide.addBox(7F, 21F, 7F, 1, 3, 1);
leftBotSide.setRotationPoint(0F, 0F, 0F);
leftBotSide.setTextureSize(128, 128);
leftBotSide.mirror = true;
setRotation(leftBotSide, 0F, 0F, 0F);
rightBotSide = new ModelRenderer(this, 0, 0);
rightBotSide.addBox(-8F, 21F, 7F, 1, 3, 1);
rightBotSide.setRotationPoint(0F, 0F, 0F);
rightBotSide.setTextureSize(128, 128);
rightBotSide.mirror = true;
setRotation(rightBotSide, 0F, 0F, 0F);
rightSide = new ModelRenderer(this, 0, 19);
rightSide.addBox(-8F, 11F, 7F, 1, 10, 1);
rightSide.setRotationPoint(0F, 0F, 0F);
rightSide.setTextureSize(128, 128);
rightSide.mirror = true;
setRotation(rightSide, 0F, 0F, 0F);
rightTopSide = new ModelRenderer(this, 0, 0);
rightTopSide.addBox(-8F, 8F, 7F, 1, 3, 1);
rightTopSide.setRotationPoint(0F, 0F, 0F);
rightTopSide.setTextureSize(128, 128);
rightTopSide.mirror = true;
setRotation(rightTopSide, 0F, 0F, 0F);
}
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5);
rightSiding.render(f5);
leftSiding.render(f5);
topSiding.render(f5);
botSiding.render(f5);
botRightOut.render(f5);
botLeftOut.render(f5);
topRightOut.render(f5);
topLeftOut.render(f5);
leftSide.render(f5);
leftTopSide.render(f5);
leftBotSide.render(f5);
rightBotSide.render(f5);
rightSide.render(f5);
rightTopSide.render(f5);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5);
}
}

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