Commit graph

280 commits

Author SHA1 Message Date
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
DarkGuardsman
8a85d97ae8 BlockRegistryChanges 2013-09-20 09:34:13 -04:00
DarkGuardsman
775b153b68 Added system to detect annotations and use them
Untested but then again the entire registration system is so...
2013-09-20 08:52:37 -04:00
DarkGuardsman
657e3cddf9 Toying with annotations
Plan is to replace IExtraObjectInfo with annotations to be used in combo
with the new reflection based block registration system. Might try this
on a few more things and see were it goes.
2013-09-20 08:10:30 -04:00
DarkGuardsman
a72c06950e Reworked block registration system
Used reflection to create new block instances. This was done to prevent
disabled block from trying to take block IDs without doing a if
statement per block declaration. As well to make it a bit easier all
around to work with the system.
2013-09-20 07:35:52 -04:00
DarkGuardsman
b3fef55589 LicenseUpdate 2013-09-20 05:39:24 -04:00
DarkGuardsman
9a3b774c03 Changed ColorCode.class
Plan is to go back to how i use to use it. This means fluid mechanic
pipes will remap and go back to using a nbt var to store their type and
color.
2013-09-19 00:04:53 -04:00
DarkGuardsman
90c98c3e1e Added GUI and containers for basic machines
Also from Basic Components but they are just temporary to get things
rolling. I do not plan to create release with this code. Most of it will
rewritten to support my collective block designs.
2013-09-19 00:03:57 -04:00
DarkGuardsman
05af492258 Changed license a bit
Wanted to include the fact that the core is allowed to be used by UE mod
devs to improve their own work.
2013-09-19 00:02:12 -04:00
DarkGuardsman
0447aba123 removed unneeded inv code from furnace
Inventory is handles by the prefabs
2013-09-18 09:37:49 -04:00
DarkGuardsman
be1f8a4efb Started working on some basic machines
based on Old Basic Component machines. I do plan to rework every aspect
but am trying to maintain that same fill as the old machines. This is
why some of the code is copied so that the handling, and slot IDs match
up.
2013-09-18 09:22:41 -04:00
DarkGuardsman
528e0f465b moved a few files to api folder 2013-09-18 09:21:47 -04:00
DarkGuardsman
efc89bbbb6 Cleanup 2013-09-18 09:20:06 -04:00
DarkGuardsman
fa7c9cec5f Changed sendTerminalOutput to check active players 2013-09-18 08:11:45 -04:00
DarkGuardsman
8ff0262ce1 re-did packet system for terminal
Also moved access cod into TileEntityInv as i play to allow all GUI
based machines to be locked by the player.
2013-09-18 08:05:19 -04:00
DarkGuardsman
788d4e406e removed UE prefabs 2013-09-18 07:04:32 -04:00
DarkGuardsman
0896387e94 Changes 2013-09-18 06:56:27 -04:00
DarkGuardsman
841d891aa3 reworked energy prefabs
Plan to do a lot more work as i want more control over how the tiles
work even at the basic layer.
2013-09-18 06:53:42 -04:00
DarkGuardsman
2009392405 dark-CleanupSync 2013-09-18 04:28:57 -04:00
DarkGuardsman
14073150e5 fixed Fluid item container helpers
At least i think i fixed it this time.
2013-09-18 04:25:26 -04:00
DarkGuardsman
a41c3c7117 Changed Fluid item handler to return right
The item handler for FluidHelper fluid item interaction now returns true
only if the itemStack changed. This way right click with non-fluid
container items will work.
2013-09-18 03:33:30 -04:00
DarkGuardsman
03ca8bde35 Fixed nbt and meta recipe output issue
meta for recipes that had no defined meta was getting set to max meta
value. This catches on that and sets its to zero. Later after i work out
other bugs i'll flip this to being random to allow for more complex
salvaging.
2013-09-17 16:14:00 -04:00
DarkGuardsman
509a5c661b Reworked ProcessorRecipe system to allow salvaging 2013-09-17 06:10:48 -04:00
DarkGuardsman
bca6cc0262 Actually got gitChangeLog.bat working
It works now to get the shell script version working
2013-09-16 20:45:27 -04:00
DarkGuardsman
1cae57399d Think i got the gitChangeLog.bat working
Unsure as i need to do more testing.
2013-09-16 13:35:19 -04:00
DarkGuardsman
f36b6487b8 Trying at creating log files again 2013-09-16 12:39:07 -04:00
DarkGuardsman
36a480b9c0 Added fill/drain fluid item helpers to fluid helper
Simple code to work with fluid container items.
2013-09-16 12:01:33 -04:00
DarkGuardsman
78208ed1ac Auto-Sync 2013-09-16 07:34:18 -04:00
DarkGuardsman
d48f24b73d Auto-Sync 2013-09-16 07:29:54 -04:00
DarkGuardsman
5be43903f2 Created a script to sync all repos connected to the core
I noticed i keep forgetting to sync one or two repos causing the build
script to fail. This script is design so that when i change a lot in the
core i can sync all the repos.
2013-09-16 06:38:02 -04:00
DarkGuardsman
3954cedea9 cleanup 2013-09-14 09:18:44 -04:00
DarkGuardsman
a2c80f201b Added processor recipe from AL 2013-09-14 04:17:37 -04:00
DarkGuardsman
1bd7a3cad8 added battery check help to machine prefab 2013-09-14 01:32:54 -04:00
DarkGuardsman
2fd66e113b cleanup 2013-09-13 08:57:40 -04:00
DarkGuardsman
e27d5a75dc removed refresh code from network
unused and when it was it caused more errors that is was worth. Refresh
should be handled by world triggers anyways. Eg. blocks placed next to
network blocks.
2013-09-13 08:55:08 -04:00
DarkGuardsman
c1f99d46d3 re-did render code
Yes the fluid code is based off of Build Craft fluid render and has been
for a while. This is not a copy though as the code is not 100%
buildcraft and has been modified to meet my use of the code.
2013-09-13 08:29:36 -04:00
DarkGuardsman
dccac5415d sync 2013-09-13 07:55:18 -04:00
Robert WC Seifert
a5be97b80a Merge pull request #7 from crafteverywhere/patch-1
Create zh_CN.properties
2013-09-13 00:15:35 -07:00
crafteverywhere
419442ed3a Create zh_CN.properties 2013-09-13 14:58:03 +08:00
DarkGuardsman
48c24356d9 Created a simple Selective fluid tank prefab
Still need to do more work to make it selective when working with non FM
blocks. Right now it simple contains a basic fluid allow list.
2013-09-10 19:15:42 -04:00
DarkGuardsman
8f15c5357c cleanup 2013-09-08 18:56:25 -04:00
Robert WC Seifert
1473ae2a05 Merge pull request #6 from Vexatos/master
Created de_DE.properties
2013-09-08 15:54:20 -07:00
Vexatos
1e09c1dcdb Created de_DE.properties
I guess this must be ISO 8859-1 (Calclavia version) encoded.
2013-09-08 14:50:56 +02:00
DarkGuardsman
4b55a3b648 Packet handler work 2013-09-08 05:17:02 -04:00
DarkGuardsman
b76756d691 fixed missing channel on MultiBlock 2013-09-08 02:44:02 -04:00
DarkGuardsman
c3730acf8e Hard coded config path into blocks
Not really a reason why i had a var on the constructor to change the
config path.
2013-09-08 02:28:51 -04:00
DarkGuardsman
a02246c163 Changed damageable tile stuff 2013-09-07 18:53:31 -04:00