- 763054b using find closest entity in world instead of custom implementation by Florian Nücke · 11 years ago
- 036e2f0 robot picking now actually hits entities by Florian Nücke · 11 years ago
- 1fdb937 showing stored energy in robots in their tooltip; storing energy as int (truncating); fixed item tag creation at multiple occasions: new NBTTagCompound("tag") instead of new NBTTagCompound(), otherwise loading (which would automatically add the name) would lead to "incompatible" stacks. by Florian Nücke · 11 years ago
- 4a61744 added afterimage tile entity detection in packet handling back in, still needed for some cases (mostly client->server stuff, like key up packets where the key down triggered a move, for example); storing energy level in harvested robots, i.e. storing the energy level in the nbt tag of the - now custom - dropped itemstack by Florian Nücke · 11 years ago
- e175a26 using tile entity description packets to initialize client tile entities instead of the delayed request/response scheme in validate() which seems to solve moving robot problems... at least until there's massive lag, I suppose? by Florian Nücke · 11 years ago
- 0d1e3b0 fixed robots possibly not receiving their status information on clients when being validated while moving - at least somewhat: tile entity lookup for received packets now checks if the block is an afterimage, and if so tries to look up the actual robot proxy. this is really hacky and I plan on solving this differently because it may still fail (robot A validates, moves, robot B moves into robot A's place -> B gets A's info), most likely by tagging robot requests with a unique id and then looking them up in the list of active tile entities or something... but for now it does the job. by Florian Nücke · 11 years ago
- 983c885 fixed charger state responses by Florian Nücke · 11 years ago
- fb6b92b removed power supply item and added generator upgrade for robots, which acts like an internal stirling engine (can eat fuel items and burn them for energy). per default slightly less efficient than a stirling engine; added api methods to interact with a robot's selected inventory slot (if the caller *is* a robot, otherwise does nothing) by Florian Nücke · 11 years ago
- 71b2fae updated tooltip and block names for case by Florian Nücke · 11 years ago
- 513b3a6 tiered computer cases by Florian Nücke · 11 years ago
- d17824e computers and robots no longer start when right clicked, instead there's a button in the gui now that allows turning the computer/robot on or off (also useful for rebooting when locked in some interruptible loop); removed the 'power' slot from computer cases by Florian Nücke · 11 years ago
- 4cb741f separating dirs from files in ls by Florian Nücke · 11 years ago
- 453be0f moved post-library init code to extra file by Florian Nücke · 11 years ago
- 7d4f4c4 fixed charger not continuing after load; added particle effects on robots currently being charged by Florian Nücke · 11 years ago
- 9335c2c localized name and tooltip for charger and removed tags (yay decompiled code, \u00A7 is just a section sign...) by Florian Nücke · 11 years ago
- d9ac883 fixed shift click inventory stack shifting less a bit: item components could fail to save; also added manual syncing of item component address tags when added to a container to avoid client gui desyncing; added stack limit for appropriate slots in robot by Florian Nücke · 11 years ago
- f3dcafc fixed robot inventory not updating by Florian Nücke · 11 years ago
- 7cf14ed charger texture and fixed power distributor synchronization when the max failed as well as when there are multiple distributors in a network by Florian Nücke · 11 years ago
- 643a25f more work on charger block; redid global power state synchronization for networks, now sending general state every 5% changes (for distributor block rendering e.g.) and sending more frequently only when necessary (e.g. gui of robots); removed the testing power generation from robots, they have to be charged at chargers now by Florian Nücke · 11 years ago
- c52e18a cleaned up synchronization in connector/distributor, i think; pausing computer in save to make sure it won't continue running until the whole world finished saving; started work on charger (robot loading block); reworked connector interface, changeBuffer now returns the delta that could not be applied and added new method tryChangeBuffer that will only apply the full delta or nothing, and return true if it worked, false otherwise by Florian Nücke · 11 years ago
- f5e1f09 fixed distributor reassignment; split redstone into bundled and normal redstone traits (and two cards, bundled will only be used if either redlogic or mfr is available) by Florian Nücke · 11 years ago
- 45ba7b0 pageup/pagedown support for edit by Florian Nücke · 11 years ago
- 113aa37 fixed energy redistribution bug on connector removal by Florian Nücke · 11 years ago
- 22901d5 fixed energy disappearing from capacitors with adjacency bonus after loading by Florian Nücke · 11 years ago
- 9af2023 small method rename and checking for ownership before starting a computer by Florian Nücke · 11 years ago
- 3403396 playing with power numbers; fixed some converter bugs; added setting for a factor to apply to computer's running energy cost when they are sleeping (so they need less when they os.sleep(a long time); capacitor adjacency bonus and capacitor doesn't tick anymore; removed internal buffer form converter by Florian Nücke · 11 years ago
- ac5fe3c added capability to send http requests with wireless network cards, if allowed in the config (with domain white and black list); fixed nil printing when ls-ing an invalid dir, returning an error message instead; config doesn't support backslashes and since it might disappear in the future, anyway, I decided to switch to the typesafe config library; renamed config class to Settings to avoid name conflicts with typesafe config by Florian Nücke · 11 years ago
- 69048a9 fixed directory creation not checking capacity limit by Florian Nücke · 11 years ago
- 5f0f5d7 configurable robot names; showing robot name and owner in analyzer result by Florian Nücke · 11 years ago
- ad8ff5d made the shortened tooltip localizable; swinging item when clearing it by Florian Nücke · 11 years ago
- a014507 cleaned up stupid naming from way back then (parameters item: ItemStack -> stack: ItemStack); displaying shortened address on *all* item components now; only showing shortened / no tooltips per default now, hold shift to see the full tooltip; shift rightclick with an item component selected to "reset" it (clearing its address and data - this wipes disks!); removed the one item stacking limit on items, the documentation of the item(stack?) class was a bit irritating here, making me believe items that could potentially have tag compound must not be stackable - apparently that was a misunderstanding, yay! only trick bit are robots, that have to enforce the one-stacksize thing in their component slots... superfluous items are now first moved to the robots inventory, then dropped to the ground if that's full, too by Florian Nücke · 11 years ago
- b4335ad unbroke my test world (item creation order, will sort later); formatting by Florian Nücke · 11 years ago
- 08ed375 Merge branch 'master' of cil.li:oc by Florian Nücke · 11 years ago
- 9a36667 tooltipocalypse! that has to be enough for now... by Florian Nücke · 11 years ago
- 111f444 Merge branch 'master' of cil.li:oc by Johannes Lohrer · 11 years ago
- 94d0dc6 added some crafting recipes by Johannes Lohrer · 11 years ago
- b751fe0 tooltips via localization files, with support for custom formatting (colors and text formats) by Florian Nücke · 11 years ago
- eb2778d keyboard rendering in inventory now respects block bounds, making it look a little nicer; reworked keyboard texture to use same color theme as other blocks; fixed keyboard pop-off logic by Florian Nücke · 11 years ago
- b203059 moar tooltippery by Florian Nücke · 11 years ago
- da7e638 shuffling in proxy by Florian Nücke · 11 years ago
- f6b4acb itemstack "factory" in delegate blocks and items by Florian Nücke · 11 years ago
- 3fa660a activating keyboards activates the screen they're attached to by Florian Nücke · 11 years ago
- 33583dd cleanup; fixed keyboards not being rendered when there's a block in front of them by Florian Nücke · 11 years ago
- ec1d708 Merge branch 'master' of cil.li:oc by Florian Nücke · 11 years ago
- 94f7c3a moar tooltips; extending entityplayer directly instead of fakeplayer by Florian Nücke · 11 years ago
- f6b3660 Merge branch 'master' of cil.li:oc by Johannes Lohrer · 11 years ago
- 1e3a14a keyboard rendering by Johannes Lohrer · 11 years ago
- 8f5cc77 popping keyboards when their screen is broken by Florian Nücke · 11 years ago
- 987a056 fixed keyboard not being rendered correctly on client after loading by Florian Nücke · 11 years ago
- 55f9f33 Merge branch 'master' of cil.li:oc by Johannes Lohrer · 11 years ago
- ac2c493 Merge branch 'master' of cil.li:oc by Johannes Lohrer · 11 years ago
- 4d8ae19 only activate screens when they have a keyboard and only connect keyboards to the screen they're attached to by Florian Nücke · 11 years ago
- 0325cbb only allow placing keyboards on screens by Florian Nücke · 11 years ago
- 4623641 proper bounds for keyboards and allow placing on top/bottom of blocks by Florian Nücke · 11 years ago
- 917d0f2 Merge branch 'master' of cil.li:oc by Johannes Lohrer · 11 years ago
- 8fa4f39 Merge branch 'master' of cil.li:oc by Johannes Lohrer · 11 years ago
- a2a6dd5 getter for world info by Florian Nücke · 11 years ago
- 27739bb keyboard test by Johannes Lohrer · 11 years ago
- a6541d4 added an exception for robot placements so they face away from the player instead of towards him (unlike *all* other blocks) by Florian Nücke · 11 years ago
- 1996332 fixed last char in a row disappearing when it should have been shifted to the right in term.read and editor; fixed computers not properly reporting errors that occur if kernel is crashing during startup; added simple serialize/unserialize methods to text lib to make networking easier by Florian Nücke · 11 years ago
- 26c04f1 made ram and disk sizes for the three tiers configurable and generalized their localization method (not one per tier but one for all that gets extended based on the tier); more informative status bare messages for text editor by Florian Nücke · 11 years ago
- 594dffd proper clipboard pasting in editor and fixed no-arg check by Florian Nücke · 11 years ago
- f7f75d5 added a "status bar" for the editor and reduced some surplus copying by Florian Nücke · 11 years ago
- 175f070 fixed a display error when scrolling in editor lead to a horizontal scroll due to the new line being shorter than the previous one by Florian Nücke · 11 years ago
- 4bc0b89 cleaned up term some more and reused most of the logic by expanding it to multiple lines to create a... dun dun dun... basic file editor! by Florian Nücke · 11 years ago
- 374d66d moved string.trim to text.trim; made some more Lua functions use get/set prefix after all (got too used to dropping it from Scala, but since most callbacks will use this, too, I'd like to keep it uniform); major cleanup of term's readline implementation by Florian Nücke · 11 years ago
- e674f49 localized power tooltip in robots by Florian Nücke · 11 years ago
- ffd3ff4 made it so that robots only accept floppies (no hard drives) and added background icon for floppy slots by Florian Nücke · 11 years ago
- cb4c439 allowing robots to use items for specifiable durations. this allows robots to use bows or throw flasks. can be disabled; exhaustion is now converted into energy cost. one to one per default for now, will need some testing/calculations; fixed render glitch in nei when hovering power tooltip; showing absolute power value in power tooltip; made robot buffer configurable; made moves and turns cost energy and the amount configurable by Florian Nücke · 11 years ago
- c26fc97 analyzable is expected to return a node now and doesn't extend environment any more, allowing more flexible use (e.g. also for sided environments); checking for sided environment in analyzer for blocks with no analyzable interface; rendering power level of robots in their gui now; screens now consume more or less power, depending on the number of lit pixels (non ' ') by Florian Nücke · 11 years ago
- d4c1934 fixed open port saving (missing '='... grrr); fixed a deadlock; updating positions of wireless cards in robots; improved/fixed rtree. a lot; debug renderer for rtree by Florian Nücke · 11 years ago
- 17c8c96 also initializing disk drive and keyboard networks via one block tick; removed another false assert; underped network initialization by Florian Nücke · 11 years ago
- 7f40926 router works, apparently; changed network api to take a tile entity instead of world + coords which were just used to fetch a tile entity anyway; cable and router block use a block tick when validated to initialize their nodes, so they don't need tile entity updates (less unnecessary spamming of the tile entity list, yay!) by Florian Nücke · 11 years ago
- 0f0418b sided environments (a la sided inventory) to allow blocks to not connect to the network on some sides (e.g. screens on the front) or to provide different nodes to different sides (e.g. for - wip - routers); fixed state stack saving in computers... bloody stacks saving their values in the inverse bloody order; by Florian Nücke · 11 years ago
- 5aa9ad4 removed wrong assert in computer executor post-processing (became invalid after some recent changes) by Florian Nücke · 11 years ago
- 71cfa61 general cleanup, making stuff a bit more uniform; cleaned up term lib a bit; fixed redstone. again -.-; small network fix and renamed signal to 'modem_message'; converting tabs to align to properly instead of just replacing them with two spaces; word wrapping when writing to term with wrap enabled by Florian Nücke · 11 years ago
- 413a4ed removed the cullface hack for robot equipment rendering, don't know why but it seems not to be necessary anymore by Florian Nücke · 11 years ago
- 39f05f0 "closing" robots while they're not running by Florian Nücke · 11 years ago
- 4cf0ff5 custom block renderer to get models that are purely tile entity renderer driven to render in the inventory (cables and robots); fixed some flipped sides on cables that were only noticeable in inventory renderer (when not at 90 degrees angles); multi-pass rendering of items held by robots; cleaned up delegator/delegates a little by Florian Nücke · 11 years ago
- 36eb340 redirecting player drop requests to robot fake player through own item spawn method (that adds less velocity to the dropped item entity) by Florian Nücke · 11 years ago
- d4deb91 added sucking from inventories. this has an optional count parameter to limit the number of items sucked from any given stack; not discarding surplus items from sucked item stacks anymore... thought this was for player, too, but kinda missed the creative mode check there the first time I had a look at it -.- by Florian Nücke · 11 years ago
- b3a5521 sided inventory for robots; drop can now place stuff from the robots inventory into some other inventory, if present by Florian Nücke · 11 years ago
- 76efda0 aaand telling forge to load us after mfr if possible by Florian Nücke · 11 years ago
- 50cddc2 minefactory reloaded rednet interop: logically treated like bundled redstone from redlogic, though it needed some reworking of due to the different architectural approach (based on blocks, not tile entities) by Florian Nücke · 11 years ago
- d936cab two new block categories (two new delegators) for normal and special blocks with redstone, to make sure stuff doesn't render as connected to non-redstone blocks (they only check canProvidePower, apparently); obviously a world breaker, so sorted order of blocks while at it; some render fixes for robots with redstone cards (only render as connecting when card is actually in the card slot) by Florian Nücke · 11 years ago
- 0e5b555 limiting clipboard size when pasting; multiline pasting by splitting pasted text into multiple lines and generating one signal per line; dropping an actual robot block when breaking a robot by breaking its afterimage by Florian Nücke · 11 years ago
- ebb5390 fixed multiblocks always dropping the first sub block when broken normally... wow, i never actually tested this, apparently; fixed clearing equipment from robots not being updated for rendering on client; minor cleanup by Florian Nücke · 11 years ago
- 16a6243 better lighting. finally got around to adding normals for cables and now robots, too by Florian Nücke · 11 years ago
- ca60668 wrapped robot tile entity in a proxy that gets placed into the world instead, which allows more natural cleanup in minecraft (meaning we don't have to use cheap tricks like manipulating the tile entity list directly); robot rendering and animations by Florian Nücke · 11 years ago
- 920d485 power conversion ratios in config by Florian Nücke · 11 years ago
- dff73c9 basic animation logic stuff. added fake block that is used as a robot's "afterimage" when it moves, to ensure proper collision bound handling; fixed breaking pause when activating computer blocks; by Florian Nücke · 11 years ago
- 9ee52a6 and checking for unbreakable blocks (such as bedrock...) via negative hardness and some cleanup by Florian Nücke · 11 years ago
- 5ffe425 more configurable stuffs; added a wrapper layer for the config class when fetching values to make defining settings less verbose, and to make it easier to switch to some other backend implementation in case config really goes away in 1.7; less direct use of IDs; now checking if a robot can actually break a block with the currently equipped tool via ForgeHooks. so now they cannot break obsidian anymore unless they have a diamond pickaxe, for example by Florian Nücke · 11 years ago
- 3324371 get a move on. robots can now move. there's no animation yet and accordingly collision bounds aren't interpolated either, but movement basically works. in a very... simple manner, I must say (re-uses existing tile entity, on both server and client); cleaned up delegate class a bit (the node.remove in block break should be redundant since we do this in the environment tile entity base class) by Florian Nücke · 11 years ago
- 827344b moved timed pause logic to computer class and improved it a bit (i.e. less bugs); startup delay is now realized via pause; not consuming power while paused anymore (also not while rebooting); fixed computers being incorrectly initialized (regression that slipped in while working on robots); added start, pause stop callbacks to computer interface passed to callbacks; checking for obstruction coordinates in carriage component when movement fails, now by Florian Nücke · 11 years ago
- 7f61070 minor refactoring of utils by Florian Nücke · 11 years ago
- 1614966 setting pitch and yaw of fake player for robots based on which face they try to interact with (deals with issues when trying to use some items such as buckets); wrapped special handling for stuff like pistons a bit nicer by Florian Nücke · 11 years ago
- ba1f66e added setting to emulate CC turtle placing behavior (allow placing blocks in thin air, without any reference point - and no, the bot itself doesn't count!); properly ensuring placement is only possible on existing blocks for robot.place() (if the setting is false); robot Lua library wrapping the low level callbacks a bit by Florian Nücke · 11 years ago
- 358328d cleaned up durability restoration; removed onItemUseFirst setting - we have a winner! buildcraft needs it for wrenches, e.g., so now we just check hard-core whether the used item is a portal gun... may add a whitelist/blacklist some time. also not using any portal guns that are not the first one, because when triggered like this it'll always be a default portal by Florian Nücke · 11 years ago
- 698d68c not damaging players if configured accordingly; fixed a null pointer by Florian Nücke · 11 years ago