Commit graph

264 commits

Author SHA1 Message Date
DarkGuardsman
94632ab515 Filled in a few more heating values for chemicals
Tbh i'm done for now as i need to think of a fast way to do this.
Possibly i might just want to consider only filling in the elements i
plan to use. Eg Fe, Ag, Au
2013-10-02 23:44:46 -04:00
DarkGuardsman
3fb9bf6b05 Merged Themal into Element enum
Did say i was going to do it. As i started to work down the list i
realized even though its hard to read its better this way. Still need to
test how much this impacts the system and if i should turn it into a
data base instead.
2013-10-02 23:15:47 -04:00
DarkGuardsman
a2d0817e44 Added all the densities for the elements
Well at least for those that actually have densities. Some of these
element are man made and don't really exist. So i assume there density
has never been measure or are not public knowledge yet. Either way i
have no use for most of this data so it doesn't bother me. The data i
need is the common elements the rest was just added to have a complete
periodic element list.
2013-10-02 22:58:47 -04:00
DarkGuardsman
d793d51288 Worked on chem element enum some more
Added room phase state to each as well classification to each. Generally
will not be used as much though i might handle how each work as a fluid.
2013-10-02 22:10:00 -04:00
DarkGuardsman
4457d96b97 This is going to take a while
Once done this enum will be worth the time. However, its going to take a
lot of time to flush out all the information. As well i still need to
add math helpers to calculate all the formulas that go with these.
2013-10-02 04:42:58 -04:00
DarkGuardsman
50b1dcabcd Started on ChemThermal enum
I might just merge this with chemElement enum when finished. However,
for now its a bit hard to work with just one. So i started to create a
version just for thermal properties. Main use for my mods will be
heating values.
2013-10-02 04:21:50 -04:00
DarkGuardsman
d70f858392 Filled out basic info for each element
Ctrl+v for the win. I honestly copied the data out of a csv file and
manually added the ( " , to each line. Honestly this was a stupid move
as i could code something to read and import that csv file. Though i'm
looking to create a code based version. I still need to at least add
density per element and then heating values for the ones i plan to use.
2013-10-02 04:01:14 -04:00
DarkGuardsman
f60df4fa9b Worked more on my chem element enum
I wish i found a pre-made one online but it looks like i need to make
one by hand.
2013-10-02 02:48:02 -04:00
DarkGuardsman
56b801a9cb Started work on a enum to contain element data
Plan is to include all elements from the periodic table with as much
information as possible per elements. This might get long so i might
want to consider constructing a data base that will be parsed per use.
That way only a few elements are loaded into memory instead of over 255.
2013-10-02 01:00:07 -04:00
DarkGuardsman
09952ce675 Started work on heat based machines
I was going to just work on and release the coal gen as a self contained
generator. Instead i'm going to make it a 2+ part system. The system
must contain a heat produce, and heat collector. It can also include
block to help contain, move, and maintain the heat.
2013-10-02 00:58:55 -04:00
DarkGuardsman
6ab0c8f188 CleanUp 2013-09-27 19:03:11 -04:00
DarkGuardsman
bbd334284c added to math helper 2013-09-27 18:56:56 -04:00
DarkGuardsman
53ca79a784 Updated packet handler
Changed it to actually use ISimplePacketReceiver instead of
TileEntityMachine prefab having a sub class to handle it. Shouldn't
really change anything but does reduce a little bit of code
2013-09-27 18:56:46 -04:00
DarkGuardsman
759e227e40 Toyed with rendering options 2013-09-25 16:37:06 -04:00
DarkGuardsman
11a2ac41b1 Toyed with a new way to register TileEntitySpecialRenderers
The idea is to let the object being registered control all aspects of
how its registered. This started with the blocks adding config files,
disabling themselves, and loading their own tile entities. Now i'm
working on having the tile entities register their own renderers, and
have configs as well. Give that the registration is actually handled by
the ModObjectRegistry and the object just provided the data instead of
the mod class.
2013-09-24 11:22:12 -04:00
DarkGuardsman
fea5d199b9 Got Inf Fluid debug block working 2013-09-23 15:03:38 -04:00
DarkGuardsman
5f3240adef Moved some classes to a non minecraft package
These are not directly related to minecraft and i might plan to use them
in a future project
2013-09-23 15:03:29 -04:00
DarkGuardsman
9543e46c0b ChangesToPairClass 2013-09-23 13:35:59 -04:00
DarkGuardsman
a03af80087 Cleaned up connection helper 2013-09-23 13:35:09 -04:00
DarkGuardsman
c8212e763c Moved entity fake block to entity package 2013-09-23 13:34:58 -04:00
DarkGuardsman
dae3de5f57 Created an interface for debug blocks
For later use mainly
2013-09-23 13:34:43 -04:00
DarkGuardsman
2a1b375597 Worked on Inf Fluid debug block 2013-09-23 13:34:24 -04:00
DarkGuardsman
91cb7c22a2 UpdatedToNewForgeVersion 2013-09-23 12:09:59 -04:00
DarkGuardsman
c590609db2 Working on a way to load mod dependencies
Based off chicken bone's core mod.
2013-09-23 10:59:10 -04:00
DarkGuardsman
9173bcd5a9 Not sure why this didn't sync 2013-09-22 00:09:55 -04:00
DarkGuardsman
eb8dba750e AutoSync 2013-09-22 00:07:10 -04:00
DarkGuardsman
b4b8f857d1 ReworkedExtraInfoLoading 2013-09-22 00:05:24 -04:00
DarkGuardsman
86adce5ada Pre-Implements options to disable renderers
Since some computer, which includes mine, don't play well with a lot of
blocks rendering its best add configs to disable major graphics of the
mod.
2013-09-21 23:32:19 -04:00
DarkGuardsman
913618afe6 Started work on electric furnace model 2013-09-21 23:31:10 -04:00
DarkGuardsman
53d7db3c5a Reworked recipe system 2013-09-21 22:22:46 -04:00
DarkGuardsman
4a2dd3eca1 Added metal fragment textures & other crafting 2013-09-21 22:22:33 -04:00
DarkGuardsman
c9b7e5be06 Worked on player crafting recipes 2013-09-21 19:34:17 -04:00
DarkGuardsman
11f35acabe Added the ability to remove salvaging options
In some cases this will be needed especial when other mods work with
mine. I'll need to make a system so users can add item to the processor
black list.
2013-09-21 19:04:24 -04:00
DarkGuardsman
c7c13330de Removed refined sand
Only used for crafting so i changed the recipes out for colored sand
instead.
2013-09-21 19:02:17 -04:00
DarkGuardsman
f1b508340b Worked on Colored Glass/Sand recipes
Correct the recipes
Reworked how they register
Added them to the processors
2013-09-21 19:01:25 -04:00
DarkGuardsman
04ba24f07a RemovedRecipeLoaderFromBlocks 2013-09-21 18:15:25 -04:00
DarkGuardsman
bc18a27763 Fixed power not draining 2013-09-21 18:03:49 -04:00
DarkGuardsman
9e38986f1e worked on processor recipes
There is a lot of work too do here.
2013-09-21 18:03:39 -04:00
DarkGuardsman
b378fc37bf created some vanilla recipes 2013-09-21 16:56:25 -04:00
DarkGuardsman
89944e03fc Worked on processor recipes
Also added damage output to normal processors so that some items don't
return in a clean form. Cases are for planks, ingots, plates, and some
blocks. This is to set the way for salvager machines later down the
road. In which will cost a lot and take a lot of time. Over normal
processor salvaging that will mess up just about anything that goes into
it.
2013-09-21 13:45:35 -04:00
DarkGuardsman
4e1204ed7b Worked on Ore enums & recipes a bit
Still have a lot of work to do but at least its better than nothing
2013-09-21 12:39:15 -04:00
DarkGuardsman
687a966992 reworked how ores are setup
Removed the dependency on using the material enum as it was adding ores
that should not generate which was causing a lot of issues. So to solve
this the block has its own enum set of ores it will work with. However,
i still need to reset the ore generator
2013-09-21 11:36:03 -04:00
DarkGuardsman
2daeec78cb removed debug from panels 2013-09-20 14:45:45 -04:00
DarkGuardsman
484882de9d Got solar panel output power 2013-09-20 14:44:58 -04:00
DarkGuardsman
99f8af9d5c abandoned annotion use on blockSolarPanel
tried to use the solar panel for a test of the annotion system for
registering tileEntities and loading block based configs. However, my
code could no get the annotions for use.  I will have to correct it and
retest it on another block.
2013-09-20 13:58:07 -04:00
DarkGuardsman
0884cb61dd Added solar panel 2013-09-20 13:48:57 -04:00
DarkGuardsman
b688548aa0 Cleanup 2013-09-20 12:03:51 -04:00
DarkGuardsman
07eb79cdd0 FixedIssuesWithRegistry 2013-09-20 12:01:52 -04:00
DarkGuardsman
5fe80517a7 reworked creative tabs for all mods 2013-09-20 12:01:00 -04:00
DarkGuardsman
fda3a1de12 Added block Fluid from FM
block fluid prefab that is now used by the registry system to create new
fluid based blocks
2013-09-20 09:35:13 -04:00