DarkGuardsman
9fe604449b
Added transport part of BuildCraft API
2013-09-06 02:31:44 -04:00
DarkGuardsman
80c7eb930f
Corrected ItemParts names and icons
2013-09-06 01:18:41 -04:00
DarkGuardsman
81abfe2627
Correct textures and name loading
2013-09-06 01:05:37 -04:00
DarkGuardsman
113706820b
Fixed debugBlock registering tileEntities
2013-09-06 00:54:06 -04:00
DarkGuardsman
d048d92da4
Worked on lang file a bit
2013-09-06 00:47:28 -04:00
DarkGuardsman
c950f24580
Worked on debug block a bit
2013-09-06 00:32:02 -04:00
DarkGuardsman
13815689a2
@SideOnly(Side.CLIENT)
2013-09-05 20:47:03 -04:00
DarkGuardsman
e1256face0
cleanup
2013-09-04 22:56:51 -04:00
DarkGuardsman
f6914b21e9
merged ilus element into core
...
100% optional content, everything can be disabled
2013-09-04 22:50:29 -04:00
DarkGuardsman
f96c6542cf
fixed server crash
2013-09-04 22:23:11 -04:00
DarkGuardsman
d617d914e5
Added force and pressure to connection types
2013-09-04 22:23:05 -04:00
DarkGuardsman
1065f3e66e
Changed ITileConnector
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added a sub enum system to better ID connections.
2013-09-04 18:44:35 -04:00
DarkGuardsman
08c51bf14d
Moved api stuff around
2013-09-04 18:43:26 -04:00
DarkGuardsman
b0e07865df
txt is not a folder
2013-09-03 23:02:03 -04:00
DarkGuardsman
8e30222648
I think ':' is invalid for sourceforge scp
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just a test but it doesn't matter either way works
2013-09-03 22:55:27 -04:00
DarkGuardsman
b2e72094d2
Lets include the license with each build
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To be safe
2013-09-03 22:54:01 -04:00
DarkGuardsman
21bb734bb0
removed * as its not a valid file path
2013-09-03 22:48:08 -04:00
DarkGuardsman
4662f21340
Fixed missing / in script
2013-09-03 22:45:11 -04:00
DarkGuardsman
774df79686
Created a zip containing all mods
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I only get credit for own download per person per so many days. So it
makes no point to force users to download each file one at a time.
2013-09-03 22:42:47 -04:00
DarkGuardsman
e775882aa0
Changed names of mod.jars
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I was going to treat each mod as a branch of the main focusing on a set
task. However, some fan seem to like the old names, and frankly I do as
well. Not sure what got me started on naming them something else but it
doesn't matter.
2013-09-03 22:38:22 -04:00
DarkGuardsman
f19ac591ae
Added Ilus Element mod for merging
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Content will be merged into the core as an optional decor block/item
set.
2013-09-03 17:24:43 -04:00
DarkGuardsman
933b4e44b4
Fixed proxy paths
2013-09-03 04:31:12 -04:00
DarkGuardsman
1dd2d090ea
j != k, fixed script error
2013-09-03 04:28:13 -04:00
DarkGuardsman
d182944568
Added missing APIs copying to script
2013-09-03 04:18:05 -04:00
DarkGuardsman
bb70fe58a1
3 / can cause so much errors
2013-09-03 04:04:17 -04:00
DarkGuardsman
9e735d16bc
More work on build script
2013-09-03 03:48:48 -04:00
DarkGuardsman
42d8d1b163
Another attempt at fixing path copying
2013-09-03 03:39:24 -04:00
DarkGuardsman
468b9fc42a
Attempt to correct file path copying
2013-09-03 03:28:42 -04:00
DarkGuardsman
28dde9715a
Fixed asset location
2013-09-03 03:17:04 -04:00
DarkGuardsman
0938d0e748
corrected spelling
2013-09-03 03:00:24 -04:00
DarkGuardsman
358da32854
Added resource paths to script
2013-09-03 02:51:28 -04:00
DarkGuardsman
1e9ab33c7a
Included other src folder in script
2013-09-03 02:49:08 -04:00
DarkGuardsman
36e9888edc
fixed path for git clone scripts
2013-09-03 02:43:39 -04:00
DarkGuardsman
19c38be6b1
moved git sync after forge copy
2013-09-03 02:41:08 -04:00
DarkGuardsman
4bec0983de
Worked on build script
2013-09-03 02:39:45 -04:00
DarkGuardsman
a0d4b364c5
Created basic build file
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May need some more work so if commits start to pop up with",,," you'll
know why.
2013-09-03 01:54:41 -04:00
DarkGuardsman
a41e3c02b1
Package change from dark-> dark.core
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Makes it easier for the build script to ID the core files when all the
CoreMachine mods are combined together
2013-09-03 01:26:15 -04:00
DarkGuardsman
17e709638e
Misc
2013-09-03 01:10:35 -04:00
DarkGuardsman
88def701dd
Created called to the UE init methods
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Didn't noticed that these needed called inorder to function correctly.
Though i guess the UE loader mod would have covered this for me its
better to be safe than sorry.
2013-09-03 00:18:00 -04:00
DarkGuardsman
a10a39a311
Changed how simple packets work
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Instead of ints i've changed it to string IDs too allow for more defined
ids per tile. Should remove any issues with super tiles using the same
packet ID as the tiles that extend them.
2013-09-03 00:17:17 -04:00
DarkGuardsman
a7e0c9b6a2
Created first advanced config block
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This will be the first block of many to have its own config file. The
idea when i created the BlockRegistry was to also implement a system to
allow blocks to declare custom configs. In other words allowing them to
define settings that can easily be linked to the block without large
config files.
2013-09-03 00:16:22 -04:00
DarkGuardsman
bd3b4e58b2
Place IColorCoded interface in ColorCode.class
2013-09-02 16:26:19 -04:00
DarkGuardsman
c3158aeb74
cleanup
2013-09-02 16:26:02 -04:00
DarkGuardsman
c7947817e7
Merge Fluid Helper classes
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Honestly i might want to keep them apart but i'm running into too many
classes making it hard to work.
2013-09-02 15:39:38 -04:00
DarkGuardsman
9f34cb4748
Removed Matrix4 as it was unused/unfinished
2013-09-02 15:38:54 -04:00
DarkGuardsman
3e9849b45e
Merge math helper classes
2013-09-02 15:38:40 -04:00
DarkGuardsman
c9a8298058
Place IAutoCrafter interface into AutoCrafting class
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Looking at saving space plus its a one method interface
2013-09-02 15:30:46 -04:00
DarkGuardsman
5a563266cc
folder rework
2013-09-02 15:28:00 -04:00
DarkGuardsman
29b0ce2e72
Worked on new way to register blocks
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Idea is to create a flex-able system to handle block registration,
settings, features, and setup. This include calling methods to register
block ore names, tile entities, and extra settings configuration files.
2013-08-29 17:25:35 -04:00
DarkGuardsman
a66aa8e053
Testing an idea on how to handle block registry
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This is both to help me do modding better as well to test how i want to
handle block creation in my game.
2013-08-28 16:54:44 -04:00