There might be a few issue here with how it should work and how it will
work now. As well for more advanced path finding that needs to check for
tileEntity it can be done in is Valid Node.
For the moment its just added and not used. I will have to rewrite it in
a way that it doesn't care for TileEntities. This way i can use it for
the pump to make sure that water sources are connected to the pump.
As nice as UE's network is it turns out i can use it that way due to
Forge Liquid Api. So i have to setup a network system that will just
track all TileEntities and add liquid or apply pressure as needed.
Also due to an F up i redownloaded some files to correct me trying to
remove the unkown liquid. I forgot i used that to prevent null errors,
and since i'll changing over system soon there is no point in correcting
it.
This is were bug testers are so nice. Turns out that machine from other
mods could directly put the wrong liquid into the pipe the way i had it
coded.
Also i'm going to work threw my api and clean it up the best i can. A
few of the functions i have are unneed as well as not very well made.
Due to the way i was getting all the valid tanks inside of a block i
failed to get the block itself. This resulted in the release valve
draining the ILiquidTank varables rather than the ITankContainer block.
Its now fixed hower i need to go back threw and make changes to use
ForgeDirection later.
corrected sink item stack lose plus fixed potion to have a volume of 250
when used with my machines. Will take this a step better later to fix it
for all mods installed with my mod to correct the volume diffrence.
version bump just due to api changes.
Also i made a fix for the sink but have yet to test it should work since
its exactly the same as the cauldran but with meta turned into
liquidstack volume
Since oilcraft died and it was going to provid Oil/Fuel support i will
now be adding that to this mod. Other features like burning the fules
for energy will be added to steampower on a later date.
*reoginized api, will do some more of this later to make things easier
*added finite still and flowing liquid prefab class to the api folder
*added: oil, still ahve to add it in game
*added: milk, still have to add it in game
forgot to remove a debug message for placement of meta for the pump
*Added: wrench rotation support for sink
*Added: wrench rotation support for pump
*Fixed: pump delay and reduce its time
*Set a new model for the water pump
*removed other liquid types from the pump, will change this back later
*removed the pumps liquid storage ablity, it will now directly pump
water to a container behind it
*changed wire connection to two side
*changed pipe connections to one side
*fixed infinite water glitch were you could pump a flowing block
*corrected pipes connection issue with generic tanks
*corrected liquid lose when tank would try to create flow in pipes on
top or bottom side depending on liquid type.
*corrected the release valve crafting receipe
Last few release due to my fail to bug check to most simple of things
the pipe nothing would function. Turns out that i fliped the checks on
the fill liquid method.
Also fixed more issues with crafting recipes, i really need someone to
sit and bug test my mods for me. It always seem i'm too focused on the
current part to check the rest for failures.
took me all week too get the name to work for the lang file but now
there done. Still not sure why they didn't work, most likely i should
find out but meh. Also:
*Added a way to ID Milk if someone adds it to minecraft as a liquid
block, might make it into a block later if not don by LiQuid.
*Change: ColorCode and LiquidHandler method to work a little better so i
don't have to manual change each liquid that is added to the LiquidData
Model is not fully done since i want to get the valve to set on diffrent
faces when the top is in use. Also want it to rotate a bit when powered
by redstone.
Also worked on connectionHelper and switch a few of the itemRenders to
an actual itemRenderHelper so they look nice in the inventory and in the
players hand.
Moved some stuff around, and made LiquidHandler able to be used in the
api folder to help other people work with this mod. The api is not
actual needed to work with this mod but it contains helpers to make life
easier.
Also added a method to LiquidHandler to get the name of a LiquidStack
which for some reason can't be directly gotten from the liquidStack
itself. Too get it i had to iterate over the hashMap used to store
liquids. If the LiquidStack is linked to a LiquidData it will use the
LiquidData name first.
Also removed PipeInstance since its not actual needed anymore now that
PipeColor is directly linked the pipe as well as the PipeBlock metadata.