Highly untested and may break world
Current release unspecified
- Set container size to 1, Reduced particle delay to 10 from 1000
- Added particle syncing to client
Renders item for now
- Fixed getSideFacingOut(EnumFacing) returning wrong direction
- Fixed turn indexing
- Updated connection check to support any tube layout
- Removed junction type for tubes
- Let wrench bypass sneak
- Moved functions to helpers, Removed random split
Decided to make it round robin instead for turns. This way we don't RNG the same value. As well can more easily unit test.
Move several functions to helpers to make it easier to navigate the node class. As well consolidates constants to 1 class for reuse.
- Fixed pathing mistakes
- Added tube splits, Reworked logic to be based on direction and contains side
- Removed old textures
- Fixed network destroy and connection updates
- Renamed left/right T to include join in the name
- Fixed joins not pushing particles out the front
- Changed turn to use particle direction instead of left first
- Simplified movement logic to work for all types
In theory it works on all types, current tests validate but we need tests for other types.
- Added JUnit5 to build scripts
- NBT tags
- Added capability support to item container
- Accelerator works for movement
- Added logic and tests for right corner
Inverse of left corner
- Full directional test set for left corner
- Optimized north corner turn
We were manually checking each step, I recycled the move code from normal test to make it easier to check.
- Created test common for movement tests
- Left corner test added for north and code working
Still need to test the other rotations but for the most part it looks good.
- Worked on corner movement, Improved normal tube move test
Previous move test was from center of pipe forward. New test is from edge of pipe through the center towards the other edge. This ensures the particle can move all the way through the tube and not just from center forward.
Future tests will expand on this with more complex tube pathing. For now this at least tells us the basics are working.
- Tested and fixed normal tube movement for particles
- Worked on accelerator
It somewhat works
- Worked on particle pathing
- Worked on accelerator network
- Worked on laser
- Reworked timers to be tile based and called from TileEntityActive
Meant to reduce code needed to use timers and remove the need for an int per timer. Which should reduce memory a little later when we use timers more. As well allows triggering several timers off the same tick var.
- Added saving and packet syncing to item holder
- Worked on laser system for particle accelerator
- Reworked battery to allow easy changes to capacity
- Minor changes to tick timers
- Laser booster model, Accelerator gun model, Item container model
- Added laser emitter
This will be used as a generic block in multi-block creation. Mainly to power the accelerator and start the fusion reactor.
- Removed extra conditional tag in IC2 powered cell recipe
- Fixed reactor rod render not scaling with size
- Added capability for accelerator tube and magnet
- Update nl_NL
Minor corrections
- Engrish to English
Minor corrections
- Finished tube models
- Worked on corner models
- Sync from 2/10/2019
Forgot to sync last month
- 3.2.1
- Possible fix for fluid containers not inserting into fluid slots
- Changed reactor rod model to render with rod inserted
When the rod is not inserted it will no longer render. This will give a better visual impression of the state of the reactor core.
- Fixed reactors on/off state, Fixed inventory handling, Added improved pipe handling
Most likely fixed on/off state issues with reactor. I think it was a client desync issue but didn't confirm. Testing shows the issue is gone after adding a bit more logic.
Fixed some interaction issues and inventory handling problems.
Added better support for pipe rods to allow more complex reactor designs. Including moving the controller to several blocks above or under the reactor.