Commit graph

2881 commits

Author SHA1 Message Date
Henry Mao
25c417322e AS 0.2.2 Release 2013-01-06 00:57:28 +08:00
Rseifert
30c461bbea more changes
Still working on converting to a more universal liquid system.
*Added a enum to tack colors without having to use strings or #s
*Fixed LiquidData to not need to feed a LiquidData to get vars of itself
*Started Converting Pipes to new system. They will use metadata now to
select colors, this will remove any need to use packets.
*Created a Update Converter so that older version pipe/tank/etc will be
converted to the new system automaticly

Issues with push
*Just about everything is broken at the moment just backing code up
2013-01-05 11:47:53 -05:00
Henry Mao
41de6381e1 Fixed Imprinter Crafting 2013-01-06 00:33:07 +08:00
Henry Mao
589290c463 Fixed imprinter outputing only stacks of one 2013-01-06 00:03:41 +08:00
Henry Mao
23e432ac23 Added own creative tab 2013-01-05 23:19:56 +08:00
Henry Mao
0d978d5de4 Fixed Encoder Gui Render Issues 2013-01-05 23:07:35 +08:00
Henry Mao
351478ade7 Fixed crates connecting to wires 2013-01-05 12:09:04 +08:00
Rseifert
77de6e6353 Making Changes for the better
Starting down the long road of making my mod even more compatable with
other mod's liquids. This will take some time, patience, and pain
killers.

Plan of action
*Release Valve will not store any liquids but rather direction output to
pipes from other TileEntities
*Release Valve will have a gui to restrict it to outputing one or more
types of Liquids that are predefined
*Pipes will go from being fully liquid restricted to color based(0-15)
and have a universal uncolor pipe that can accept all liquids
*Once a pipe is place a tool can be used to change its color just like
in other mods.
*Some colors will be restricted to select liquids for example Blue is
water, Red is Lava, Black is oil, Yellow Fuel, White Milk,
*Steam will have its own pipe made out of bronze to fit the machines it
goes too.
*Tanks will go in the same direction
*Pumps will still be liquid restricted but come with unique textures,
models, and animation per liquid type

Current issues to resolve that are broken with push
*Release valve doesn't work at all due to changes in progress
*back compatable must be added for pipes and old release valves
2013-01-04 19:03:34 -05:00
Brian Ricketts
9e528c8461 Fixed manipulator's "self-pulse" mode not being saved to the world data 2013-01-04 12:32:31 -06:00
Brian Ricketts
698847dfcd Semi-"hacky" fix for belt rotation getting out of sync between client
and server
2013-01-04 12:29:32 -06:00
Brian Ricketts
cb6cc049d2 Fixed duplication bug 2013-01-04 12:20:53 -06:00
Henry Mao
cd45492d2d Create README.md 2013-01-04 08:37:31 -08:00
Rseifert
a536dda462 Model upload
Can't find the pump model but that doesn't mater its getting redone.
LargePipe is the current pipe model
Pipe is the old crappy one
EValve was a rough idea for a model for the release valve
Generator is the current, old one is missing
2013-01-04 11:11:20 -05:00
Henry Mao
16d9bd48cd Build Bump 2013-01-05 00:10:40 +08:00
Henry Mao
2d3de9991c Added command subtraction 2013-01-05 00:08:16 +08:00
Henry Mao
f9ed7dbf60 Fixed oversized Gui and made packets work 2013-01-05 00:05:19 +08:00
Henry Mao
f2e0290c14 Removed useless variables 2013-01-04 23:26:46 +08:00
Rseifert
07d2c768b1 reMade the rejector model
not 100% done but will work on it more later and re push with textures.
Also might edit render code as well.
2013-01-04 09:19:53 -05:00
Henry Mao
6d8edae19f Added packet 2013-01-04 12:40:51 +08:00
Henry Mao
410e2c1c27 Moved tasks into commands 2013-01-04 12:32:24 +08:00
Henry Mao
be43631eae Version Bump 2013-01-04 12:26:59 +08:00
Henry Mao
1bd9e9096c Added Recipes 2013-01-04 12:25:40 +08:00
Henry Mao
180a811afa Format and Refactor 2013-01-04 12:24:31 +08:00
Henry Mao
4f1bd2ef73 Added Armbot Model Code 2013-01-04 12:16:49 +08:00
Brian Ricketts
8323cee352 Pretty sure this commit was to fix crates not obeying ISided, but I'm not quite sure... 2013-01-03 22:06:36 -06:00
Rseifert
a3c43609ea Got rid of Enum system
What i have is not much diffrent but its a start to allowing more liquid
types without having to add them myself. The current method has 3
defualt liquids that are preset. The new system also uses String names
to ID liquid instead of Enums. A new class Called LiquidData will keep
track of the data need to ID, and use the Liquids.

In the process i also fixed a few crafting recipes that were
removed/messed up in a patch a while back.

Plan for new system
*Have default liquid type that come with textures/renders
*Have several univeral pipes that can accept all Liquid types
*Have a way of placeing a universal pipe and then converting to a
regulated pipe, pipe that only take one liquid type
*Have a tool for doing the above
*Change the release Valve to be univeral with a GUI to restrict flow and
Liquid type extracted
2013-01-03 12:18:47 -05:00
Rseifert
6401261e19 Basic Upload before i break everything
Ok i'm going to make an attempt to change how everything works. Before i
do that let backup the code.
2013-01-03 09:58:19 -05:00
Rseifert
a1ed4a5a4d BugFix: Fixed Tanks to drain correctly
Though it was the release valve but it turns out the Storage tanks
needed coding to drain themselves after giving the release valve the
liquid ammount present.

Other than that the rest of the changes are just renaming from past push
2013-01-03 07:34:57 -05:00
Brian Ricketts
84c74bc589 Worked on encoder more
Also made Disks only show the number of commands on them
2013-01-02 14:12:27 -06:00
Rseifert
3eb57983d2 Pushing code changed by Calc
Have yet to find all the changes but so far
Bug: Release Valve creates infinite stream
2013-01-02 13:55:29 -05:00
Brian Ricketts
e7a0d11263 More work on Encoder GUI 2012-12-30 23:45:53 -06:00
Brian Ricketts
f50698c57d Fixed filters and disks stacking (and messing up NBT data) 2012-12-30 15:45:34 -06:00
Brian Ricketts
433b06ea55 Started adding the programmer for the arm (it and disks need textures!) 2012-12-30 15:43:13 -06:00
Brian Ricketts
0ec1fd449d Promoted recommended build 0.2.1 #40 2012-12-30 00:48:23 -06:00
Brian Ricketts
35f73a7fff Yeah, that last commit didn't work. 2012-12-30 00:41:11 -06:00
Brian Ricketts
788b325312 Potential fix for tubes not obeying filters 2012-12-30 00:24:38 -06:00
Brian Ricketts
d0131218d8 Merge branch 'master' of https://github.com/calclavia/Assembly-Line
Conflicts:
	buildlocal.bat
2012-12-29 23:45:15 -06:00
Brian Ricketts
8491d8c6e6 Made a script based on "publish.bat" that simply packs a local-only test build 2012-12-29 23:43:34 -06:00
Brian Ricketts
0c5498ecb7 Made a script based on "publish.bat" that simply packs a local-only test build 2012-12-29 23:42:19 -06:00
Brian Ricketts
90024ad8c2 Crates now support imprints
(Code formatter comment max. length set to 9999 too...)
2012-12-29 23:39:17 -06:00
Brian Ricketts
2e9e4d0381 Detector is now rotatable 2012-12-29 22:39:46 -06:00
Brian Ricketts
54aa4f2ee2 Manipulator mode fix - conflict with inversion 2012-12-29 22:13:43 -06:00
Brian Ricketts
f374e916b9 Fixed down-slope power transmission
(Off-by-one error, sir... XD)
2012-12-29 18:37:35 -06:00
Brian Ricketts
85cf225efb Merge branch 'master' of https://github.com/calclavia/Assembly-Line.git
Conflicts:
	src/minecraft/assemblyline/client/render/RenderHelper.java
	src/minecraft/assemblyline/client/render/RenderImprintable.java
2012-12-29 18:24:45 -06:00
Brian Ricketts
f4e1576dbb Supposedly fixed Manipulators and Rejectors not powering adjacent belts
Fix was to deduct power requirement from wattsReceived instead of
setting it to "0". Rejector also wasn't calling super.onUpdate().
2012-12-29 18:15:12 -06:00
Brian Ricketts
3842d4a81e Globalized ability to invert filter
Globalized colored float text depending on inversion
2012-12-29 15:50:20 -06:00
Brian Ricketts
9fd9466457 Globalized ability to invert filter
Globalized colored float text depending on inversion
2012-12-29 15:38:08 -06:00
Henry Mao
800684f553 Build 2012-12-30 02:11:41 +08:00
Henry Mao
e12c9231e2 Renamed filter to imprint 2012-12-30 00:03:05 +08:00
Henry Mao
56a9ff0add Fixed textures 2012-12-29 23:58:16 +08:00