Commit graph

98 commits

Author SHA1 Message Date
Rseifert
24ce9b59aa No sure were that came from
Looks like my computer picked up some very old code and included it on
push.
2013-03-29 14:49:37 -04:00
Rseifert
bb02bce6e9 reworked Tank's fill pipe function
changed/ merged fill pipe and fill tank bellow into one method that
doesn't care what is bellow it as long as its an ITankContainer
2013-03-29 14:08:24 -04:00
Rseifert
b92214e864 updated LiquidHandler's comments and methods
Still need to work on this and maybe break it up into better classes.
2013-03-29 14:05:18 -04:00
Rseifert
e8d553c4ef added code for setColor() to pipe
as well caught myself on the setColor() function for the tank were i
left out the ! in from of the check for client.
2013-03-29 13:26:58 -04:00
Rseifert
b604dafa50 Reworked the tank a bit
*changed how it sends packets to only update if something changes or at
random points in time.
*changed the getColor() to use the blocks metadata and not a var
*added code to the setColor to change the blocks metadata
*Fixed load function to not set content if it read as unkown
2013-03-29 13:24:54 -04:00
Rseifert
3dd19fc09d Fixed pipe connection for colors
Also change the name of a few classes in the process
2013-03-26 19:47:35 -04:00
Rseifert
ef6e6fde06 Fixed pipe update on load
ya that simple (face palm)
2013-03-26 18:16:30 -04:00
Rseifert
14578b179c Fixed network and pipes connections
Changed name of network part so save me from miss typing it every time
Fixed connection rules for pipes so that they will connect and render
Fixed networks merging and not crashing on merge
Fixed pipe gauge item's texture so it showed
Added a render for the network pipe (temp_use)
Bug connections/networks don't update on load just yet.
2013-03-26 18:11:38 -04:00
Rseifert
b685fda4c3 Created a new networkPipe base on UE's Conductor
My network code is about the same as UE's short of the fact i have to
still ably to net.minecraftForge.Liquids interfaces in order to keep my
mod compatibly with other mods. So its only logical that my network pipe
updates, reacts, and works the same as the UE conductor.  Though i will
be making change to mine in order to have it function with liquids more
and more.
2013-03-26 15:09:20 -04:00
Rseifert
0a020c24df Change out the canConnect methods
removed the old canConnect methods from every class that used it and
replaced it with the new one still matching how the class used the old
one. Though i'm concerned that the new method might increase processor
use a bit since it sifts threw all stacks that the pipe can handle
instead of the first valid one.
2013-03-26 13:49:00 -04:00
Rseifert
b6048c7cac Cleanup
removed old canConnect method from psiCreator and cleanup the comments
for the new one so they are easier to understand.
2013-03-26 13:27:47 -04:00
Rseifert
ca9c037fa6 worked on pressure updating in the network
this will not be easy as i've forgot some of my hydraulic's class. As
well if the pressure or load changes i have to update the entire network
to the change and recalculate the network's pressure.
2013-03-25 13:49:50 -04:00
Rseifert
15759fb7f1 cleanup 2013-03-25 13:30:14 -04:00
Rseifert
dff62a74bf added code to apply pressure to IPsiRecievers
even if the tileEntity is a ITankContainer it will call
IPsiReceiver.onRecieve first then if there is anything left of the stack
it will call ITankContainer.fill. I still need rework this too work
better, and use the path finder but for now it will do.
2013-03-25 13:01:00 -04:00
Rseifert
5823ad2c85 reworked the network code
added comments and change comments in several places
added can connect method to psi receiver and change the receiver method
to get a liquid stack so it can pass that stack to the next network.
changed onOverCharge to onPressureChange that will check each time the
pressure network increases if one of the parts will bust.
2013-03-25 12:33:32 -04:00
Rseifert
2d41e3031d merged IPsiMachine with IFluidPipe
They are now known as ILiquidNetworkPart since any tileEntity can act as
a conveyor of liquids in the network as long as they use that interface
and its methods right. This allows for pipes, as well as guages, fluid
motors, and other things to exist in the network without its spliting or
changing the over all network.
2013-03-25 11:56:16 -04:00
Rseifert
8c110124e4 cleanup and reformating
trying to save myself grief later with the hydraulic system for when
other use it. I've split it into two parts api for working with FM and
core for using the pipe network system.
2013-03-14 08:42:11 -04:00
Rseifert
99578a289f Fixed pump 2013-03-14 07:48:19 -04:00
Rseifert
1d084e6301 renamed files & changed psi to use LiquidStack 2013-03-14 07:38:28 -04:00
Rseifert
a1a17343e8 Fixed Textures
Getting close to being done now that the pre update stuff is out of the
way. Now its on to testing and bug hunting. After that its on to working
on the new pipe system and getting it done some time this week.
2013-03-14 07:09:25 -04:00
Rseifert
74a7cce60e killed all the errors
This doesn't mean done as i'm sure there are bugs to smash plus i still
need to implement the new network system as well fix the pump.
2013-03-14 06:28:19 -04:00
RSeifert
feceea5b7b working on update to 1.5
Not done yet not sure if i will be any time soon.
2013-03-14 01:38:07 -04:00
RSeifert
01e0d80b85 renamed pump
mainly just a sync up
2013-03-12 22:58:16 -04:00
RSeifert
21a60d5c13 cleanup 2013-03-09 04:24:49 -05:00
RSeifert
3783314c6f Worked on pump
Still need to work on this more to fix some issue before the 1.5 update
2013-03-09 04:24:42 -05:00
RSeifert
fc6fbcb560 . 2013-03-04 20:44:16 -05:00
RSeifert
f7c6588335 Corrected a possible pump connection issue 2013-03-02 18:22:08 -05:00
RSeifert
f2bdbd3cb0 Moved prefab out of core package 2013-03-02 18:21:36 -05:00
Rseifert
56eb239685 .. 2013-03-01 12:44:49 -05:00
Rseifert
ff3ff4ec50 reducing down path finder code
more work is still needed and no testing has been done yet.
2013-03-01 12:37:58 -05:00
Rseifert
9e3c7b0245 Converting Path Finder to Vector3
There might be a few issue here with how it should work and how it will
work now. As well for more advanced path finding that needs to check for
tileEntity it can be done in is Valid Node.
2013-03-01 12:20:14 -05:00
Rseifert
76d9927483 added a copy of Calclavia's Path Finder
For the moment its just added and not used. I will have to rewrite it in
a way that it doesn't care for TileEntities. This way i can use it for
the pump to make sure that water sources are connected to the pump.
2013-03-01 11:50:10 -05:00
Rseifert
601a6e591e add colorCode support for new pipe 2013-02-25 13:47:21 -05:00
Rseifert
df0e745f4f Finished addFluidToNetwork Method
This method will take the input stack not carring where it came from and
try to add it to the tank with the lowest volume.
2013-02-25 13:41:29 -05:00
Rseifert
49cadce1ea reformating and removal of un usable methods
As nice as UE's network is it turns out i can use it that way due to
Forge Liquid Api. So i have to setup a network system that will just
track all TileEntities and add liquid or apply pressure as needed.
2013-02-25 13:03:43 -05:00
Rseifert
aa637ca861 got rid of packets 2013-02-25 13:02:32 -05:00
Rseifert
653c3ef5e0 Build #25 2013-02-25 13:02:22 -05:00
Rseifert
28a5429c2c registered Atomic Science's nuke gas 2013-02-25 08:31:09 -05:00
Rseifert
b9c91738ba Fixed release valves turning off 2013-02-25 08:30:48 -05:00
Rseifert
ca66742d6b Fixed Crash with valve and redstone
Also due to an F up i redownloaded some files to correct me trying to
remove the unkown liquid. I forgot i used that to prevent null errors,
and since i'll changing over system soon there is no point in correcting
it.
2013-02-23 18:10:07 -05:00
Rseifert
87308ec86b Fixed a pipe error plus changed some functions
This is were bug testers are so nice. Turns out that machine from other
mods could directly put the wrong liquid into the pipe the way i had it
coded.

Also i'm going to work threw my api and clean it up the best i can. A
few of the functions i have are unneed as well as not very well made.
2013-02-23 12:05:17 -05:00
Rseifert
f86ec909b7 Fixed a major duping bug with the release valve
Due to the way i was getting all the valid tanks inside of a block i
failed to get the block itself. This resulted in the release valve
draining the ILiquidTank varables rather than the ITankContainer block.
Its now fixed hower i need to go back threw and make changes to use
ForgeDirection later.
2013-02-22 10:16:36 -05:00
Rseifert
8abbbfdba2 cleanup of interfaces 2013-02-20 15:10:29 -05:00
Rseifert
0b2eec52e6 worked on new pipes 2013-02-20 14:51:49 -05:00
Rseifert
db2d9ca581 etc etc 2013-02-20 13:51:33 -05:00
Rseifert
b31c339be9 more cleanup 2013-02-20 13:48:46 -05:00
Rseifert
69abbd43f3 Cleanup 2013-02-20 13:44:38 -05:00
Rseifert
2779c99783 moved FM's Api into hydraulics 2013-02-20 13:37:29 -05:00
Rseifert
668fcf0fe9 failed to upload files correctly after name change
There also some work in there on the new hydralic api
2013-02-20 13:28:43 -05:00
Rseifert
6396fa85a0 reformated + fixed pipe dropping
turns out the damage drop method was deleted a few version back which
told minecraft to drop this item in meta form.
2013-02-18 07:12:59 -05:00