Commit graph

2150 commits

Author SHA1 Message Date
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
DarkGuardsman
b8dfc439d1 Fixed a max power issue with belts
belts were taking in more power than they can store.
2013-11-27 08:52:38 -05:00
DarkGuardsman
7641973d88 Fixed Conveyor belt network creation error 2013-11-27 08:35:12 -05:00
DarkGuardsman
2ed29bc6fb Removed inf power config from AL 2013-11-27 08:34:44 -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
4fa5b188f9 Auto-Sync 2013-11-26 00:30:16 -05:00
DarkGuardsman
54b4b91c94 Auto-Sync 2013-11-26 00:30:12 -05:00
DarkGuardsman
b7e3e4beef Auto-Sync 2013-11-26 00:30:07 -05:00
DarkGuardsman
c5c3488c21 Auto-Sync 2013-11-26 00:29:56 -05:00
Robert
1c3a4fd75d proxy error 2013-11-26 00:25:50 -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
15cfa7cf58 Fixed a few tile network creation issues 2013-11-25 11:03:31 -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
127b145bf6 Fixed pipe recipes 2013-11-25 10:00:12 -05:00
DarkGuardsman
8fb5813807 this and that 2013-11-25 09:59:47 -05:00
DarkGuardsman
b2674a5711 . 2013-11-25 09:31:56 -05:00
DarkGuardsman
99319d1152 Started on cooking pot really quick 2013-11-25 09:29:23 -05:00
DarkGuardsman
8aff66f34a Worked on birds a bit 2013-11-25 09:07:20 -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
DarkGuardsman
2ab9d7b98b worked on click events for bot tasks 2013-11-20 10:35:13 -05:00
DarkGuardsman
d91af32cd2 Worked on armbot gui 2013-11-20 10:12:38 -05:00
DarkGuardsman
aff4a8b6cd started working on GUI for filterable blocks 2013-11-19 17:38:28 -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
d3928cff1a Moved all the render registry calls to there blocks
I added the system to do this a while ago but never implemented it fully
in AL. There will be another change like this down the road for
registering all the tileEntities in the blocks
2013-11-14 11:22:14 -05:00
Robert
1e5383f9a3 added a get vector method to the base prefab 2013-11-14 11:03:07 -05:00
Robert
46bb0f1eb4 worked on the advanced hopper 2013-11-13 19:33:50 -05:00