Commit Graph

978 Commits

Author SHA1 Message Date
simibubi
f3deb8ba85 Tilted Trains
- The collision response now (semi)-supports yaw-pitch combined rotations of contraptions
- Attempted collision and rendering of contraption couplings moving up and downhill
- Fixed sychronization issues of a mounted contraptions' initial orientation
- Contraption couplings no longer render the virtual coupling connection
- Entities can no longer mount the cart connected by another carts' contraption
- Contraption coupligs no longer rotate backwards when opposite couplings are added onto it
- Minecarts no longer deadlock each other when one of them had stalled due to an unloaded coupling end
- Cart assemblers only disassemble coupling contraptions if both carts are within an inactive cart assembler
- Fixed interactions between coupling contraptions and furnace/chest minecart invs
2020-10-10 21:12:28 +02:00
474d21de9a clean up some unused imports 2020-10-10 18:23:56 +02:00
850297f777 Switch valve handles back to crank shapes as those fit better to the new model 2020-10-10 18:16:28 +02:00
cb135df649 Configurable hunger games 2020-10-10 18:13:40 +02:00
9bff016ba4 Depot comparing 2020-10-10 17:54:17 +02:00
f593aca95d fix build issues 2020-10-09 20:36:40 +02:00
23beff40f3 Chute and Air: hopefully fix non-dev env issues 2020-10-09 20:28:20 +02:00
71ebdf044b Chute and Air. This took way too long. 2020-10-09 19:00:00 +02:00
simibubi
3956875334 The Coupling Capability
- Fixed concurrency / race condition issues with contraptions loading in during a collision cycle
- Reworked implementation model of minecart tracking and couplings
- Coupling items now get consumed when used in survival mode
- Added some player feedback when couplings cannot be created
- Fixed couplings disappearing on the client due to sync issues
- Wrenches can now remove minecarts in one hit
- Wrenches can now be used to remove couplings from minecarts
- Cart assemblers now attach themselves to the block above, no longer requiring active "sticky-ness" of the contraption towards it
- Minecarts can no longer be moved while a contraption is stalling them
2020-10-08 20:13:17 +02:00
6649ae8d28 Merge remote-tracking branch 'origin/mc1.15/dev' into mc1.15/dev 2020-10-07 12:14:04 +02:00
simibubi
699dc7bb5c Issues with Nested Config groups
- Fixed prefix "kinetics" added to unrelated subsequent config keys due to inconsistent push/pop
- Removed obsolete config values
2020-10-07 11:46:55 +02:00
simibubi
378164b8b9 More unfinished basin business
- Fixed players flailing their limbs around while standing still on a moving contraption
- Attempted to reduce drag of remote player positions while on a contraption
- Contraptions no longer log out with the player riding them
- Attribute filters are now made of brass
- Added the ability to disable auto-compat with vanilla recipe types in the configs
- Added a recipe type for custom basin/press compacting
- Basins can now process items and liquids in recipes
- Input items/fluids of a basin can now be extracted or reused in further processing
- A basin diagonally below another basin with collect outputs of recipes processed in the top basin for ease of automation
- (Temporary debug recipes)
2020-10-06 20:43:13 +02:00
simibubi
b14e94929c Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-10-02 14:41:49 +02:00
simibubi
334bde9de5 Quality
- Visual rework of all active UIs
- Fixed large scale renderers such as belts, cannons, pulleys to disappear when partially out of frame
- Schematic and Quill now has the ability to convert a selection to a readied schematic instantly
- Moved option input of cart assemblers to side faces
- Fixed crash when attempting to smelt items on belts/depots
- Stockpile switches can now be inverted
- Fixed stockpile switches not dynamically updating gui indicators frequently enough
- Tanks can no longer be directly interacted with in survival mode
- Sequenced gearshifts now emit a comparator signal based on their current instruction index
- The Piston instruction for sequencers can now accept distances up to 128m
- Fixed some rendering inconsistencies with symmetry mirrors
- Reworked symmetry mirror models to match the tool better
- Attribute filters can now add inverted conditions to the list
- Added the attribute "can be crushed"
- Made the schematicannon interface a little less confusing
- Fixed launched items of the schematicannon rendering warped
2020-10-02 14:28:48 +02:00
f364e341a4 hunger games 2020-10-02 11:40:12 +02:00
fd9dd5feae apparently i messed with seats?
remove unnecessary texture key in seat model json files
2020-10-01 23:27:33 +02:00
d5f2d9b101 fruit loops 2020-10-01 18:49:40 +02:00
5cf4e02f45 Simi Says
- reverted to temporary ItemStackHandlers to modify basins to avoid having weird TEs that should only exist on Clients present on the server
2020-10-01 15:18:27 +02:00
59f19adb89 optimized bucket dumping 2020-10-01 14:08:56 +02:00
c1316d1c8d Dump the moving bucket 2020-10-01 12:37:55 +02:00
qkrehf2
aa068de506
Merge pull request #1 from qkrehf2/qkrehf2-patch-1
Time pasts quiet a lot, and I forgot to upload ko_kr translation file. But here it is!
2020-10-01 13:05:23 +09:00
qkrehf2
8c0b8963bb
Times past quiet a lot, and I forgot to upload kr file. But here it is!
Learning how to make Create 0.3 via gradle...
2020-10-01 13:03:42 +09:00
simibubi
5c56adaeaa Midnight bugs
- Fixed deployers not firing any right-click actions
- Fixed basin renderer crashing outside of dev env
- Fixed some lighting and flickering on psis
2020-09-26 00:59:43 +02:00
simibubi
6e285e2f8b Valves and Valve handles
- Added a straight pipe variant to cut flows using rotational input
- Added a slower more precise variant of the hand crank
- Basins now render their contained fluids
2020-09-25 17:22:16 +02:00
simibubi
27b05bc43e Portable Storage Interface remaster
- Implemented new PSI models by Kryppers
- PSIs are now used in pairs like contacts
- PSIs now act as an inventory proxy of the attached contraption
- Comparators can detect when two PSIs are interfacing
- Contraptions will continue moving after a second of inactivity
2020-09-24 20:32:16 +02:00
simibubi
2d6d360da4 Workstation transfer, Part II
- Intermediate changes, probably doesn't even compile
2020-09-24 13:39:40 +02:00
simibubi
d9d5e60606 Workstation transfer, Part I
- Intermediate changes, probably doesn't even compile
2020-09-24 13:39:12 +02:00
simibubi
aef451e3bf Logistics' final stretch, Part II
- Belt observer -> Content observer
- Content observers can now monitor any inventory and funnel transactions
- Stockpile switches no longer only access slots exposed to a specific side of an inventory
- Stockpile switches can now take a filter
2020-09-20 21:34:36 +02:00
simibubi
990d80412e Logistics' final stretch, Part I
- Brass tunnels once again have the ability to synchronize inputs among a chain
- Mechanical arms now have a range limitation
- Mechanical arms now wait with initialization until their area is fully loaded
- Chutes no longer ignore the direction of an attached fans air flow
- Chutes now render particles indicating their movement direction
- Chutes can now pull items up from belts or off the ground
- Fixed item model of shadow casing
- Fixed invisible quads under funnels when no casing is applied to the belt
- Belt mounted funnels can now be perpendicular to the belt theyre on
- Funnels can now transpose items like a hopper when facing down
2020-09-19 15:19:22 +02:00
simibubi
f58a7c8482 Fun with funnels
- Reworked funnel assets
- Andesite funnels can now be controlled via redstone input
- Re-introduced creative mounted storage
2020-09-14 21:10:38 +02:00
simibubi
2061072f8c Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-09-13 22:00:15 +02:00
simibubi
03cf441674 Distribution modes for tunnels
- Item distribution across belts using brass tunnels can now be configured with a wrench
- Added new icons for the distribution options of arms and tunnels
- Removed obsolete code
- Fixed some weirdness with creative crates and funnels
2020-09-13 22:00:11 +02:00
LordGrimmauld
a015901571
Merge pull request #459 from gamrguy/render-fix
Fix unsided filters that shouldn't render
2020-09-13 11:37:56 +02:00
simibubi
651e06a70a Down the Refactor rabbit hole
- Reworked tileentity behaviours for inventory interaction
- Deployers no longer actively pull items from other inventories
- Some more work on basins
- Added a new inventory type wrapping an itemstack handler that automatically syncs the tile entity. It also implements IInventory for recipe shenanigans
- Held items of a deployer can now only be extracted by other blocks if it does not match the filter
- Fixed excess items not able to be extracted from deployers
- Removed some things
- Funnels no longer actively transpose items between chutes and inventories unless they are vertical
- Chutes can now active pull and insert items from/to inventories above/below them
2020-09-13 00:59:14 +02:00
Kryppers
bf00406cad Mind your fingers
Replaced the terrifying wooden saw bed with something more practical.
2020-09-12 21:46:54 +01:00
Colman Davenport
adfeeba5a1 Fix unsided unplaced filters still rendering 2020-09-12 15:50:12 -04:00
6604096131 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-09-12 16:37:34 +02:00
d1c6352629 Creative Crate on contraptions 2020-09-12 16:27:48 +02:00
f58245158d Chest Minecart contraptions 2020-09-12 14:59:31 +02:00
2e938c11bd Fix dispense location to be actually where the opening of the dispenser is 2020-09-12 10:23:25 +02:00
simibubi
fe2c27db35 Spout refinements
- Fixed upright items rendering inconsistently between belt and depot
- Fixed various timing and sync issues with the spout
- Added a recipe type for spout filling
- Fixed more co-modification on belts
- Item and fluid nbt tags in recipes are now data-generated as json objects rather than strings
- Transported item processing can now leave items behind
- Transported item processing now has more meaningful result data
- Tweaked spout animation
- Fixed cullfaces on spout model
2020-09-11 14:31:26 +02:00
c572b48bbe MovedProjectileDispenserBehaviour#of now takes vanilla inaccuracy and velocity into account 2020-09-11 10:58:17 +02:00
54f91c82aa Fixed entity lookup for projectile dispense behaviours not working outside the dev environment 2020-09-11 09:53:32 +02:00
simibubi
bfd4b9dbda Fixed processing recipe packet data 2020-09-11 00:00:16 +02:00
simibubi
f564ce1a33 The Buffer Kerfuffle
- Refactored animated bytebuffers
- Fixed animated buffers bleeding vertices and rendering inconsitently when switching from/to optifine shaders
2020-09-10 23:37:14 +02:00
4325cef8dc split buffering to prevent crashes when the registered ProjectileDispenseBehavior has some weird stuff going on (mod compat) 2020-09-10 16:33:29 +02:00
34f9516d54 Added indirect projectile dispense behaviours for compatibility with modded projectiles right out of the box. Removed the direct projectile behaviours from vanilla as they are now covered from the indirect implementation. 2020-09-10 16:28:55 +02:00
3d006e7e87 refactor getDispenseStack to getDispenseLocation, delete unused variable declaration in getUseableLocations, added accidentially removed comment back 2020-09-10 13:28:33 +02:00
7784e5b58d Added potion moved dispense behaviour, fixed dispense behaviour output stack not being used resulting in potential dupes 2020-09-10 13:23:05 +02:00
3b516f5022 Unstackable items are a thing, i guess 2020-09-10 11:41:23 +02:00