Thanks for the feedback, I will look into the NEI issue and crash.
As for the liquipack bucket, it is not supposed to be able to fill blocks, neither is the vanilla bucket. The filling of blocks is handled by the blocks, when right clicked on by a liquid container (forge has a place to register liquid container items) they fill themselves with the liquid from the tank. The liquipack bucket isn't a liquid container (as in not registered in the forge registry) because it is dynamic, it depends on a different item to get it's liquid. The only code in my bucket is for placing, so it doesn't fill any machines. Although coding this would be possible, i'm scared to do this because machines might become buggy or crash if they suddenly receive liquid when they're not expecting it.
I would also like to explain how the pipe interface works, because people seem to be very confused by it. The pipe interface basically has a tank in it with a capacity of 10,000mb. Every tick, it checks for a player standing on it. If it finds one, it will try to drain/fill the liquipacks depending on it's settings. On "drain liquipack" mode, it will try to drain liquid from the selected liquipack tank into the internal tank (the one in the block). If it can't drain because the internal tank is full or has a different liquid in it, it won't. On "Fill Liquipack" mode, it will do the opposite, draining the internal tank, and filling the liquipack tank. You need to make sure it can drain/fill or it won't. I will probably add the internal tank to the interface so you can see it, so that it will be more clear.
I would also like to explain how the pipe interface works, because people seem to be very confused by it. The pipe interface basically has a tank in it with a capacity of 10,000mb. Every tick, it checks for a player standing on it. If it finds one, it will try to drain/fill the liquipacks depending on it's settings. On "drain liquipack" mode, it will try to drain liquid from the selected liquipack tank into the internal tank (the one in the block). If it can't drain because the internal tank is full or has a different liquid in it, it won't. On "Fill Liquipack" mode, it will do the opposite, draining the internal tank, and filling the liquipack tank. You need to make sure it can drain/fill or it won't. I will probably add the internal tank to the interface so you can see it, so that it will be more clear.
Thanks for the reply. I kinda figured the bucket wasn't meant to interact, mainly since that seems more the pipe interface's job. Still, it would be nice to see but probably not the best way to be transferring liquids anyway.
As for the pipe interface, I was thinking it worked something like that. My issue seems to be that it won't accept more liquids from pipes after it hits 10,000mb. Like the pipe interface fills up and then I stand on it and it transfers it all, but it doesn’t seem to refill once it is empty. I am not sure if that is a problem with the pipe interface or the pipes I was using (extra utilities transfer pipes), but there was more liquid in the transfer node, it just didn't send.
Also, I am not sure if this is related, but the visual "port" on the interface didn't appear. Like if I connected a transfer node to drain liquids from it, the little connector panel thingy would show up. But if I have a transfer pipe connected it just shows it as if nothing is connected; but still will fill 10,000mb once. It also is a bit tricky to connect the node to the pipe interface since it doesn’t see it as a full block and I had to place a block, connect the node, and then replace block with pipe interface to get it working.
Anyway, not sure where is the problem is with this exactly, but if you could look into making it a bit easier to use it would be appreciated. The interface on the pipe interface will be helpful; as well as fixing it so they don't break with no drop on 1 punch. And thanks for looking into the crash; I actually have no idea how it happened or what happened even....
Not sure about the issue with the filling of the pipe interface, I'll look into it. The visual port shows up if it's facing a block that extends IFluidHandler, which is basically like IInventory (for inventory tile entities) but for liquids. Most pipe mods have each pipe a tile entity with a small liquid buffer, and they transfer the liquid from one to another until they get to the destination. This can cause some lag, so (I think) extra utilities pipes work differently. The transfer pipe blocks are just normal blocks, they don't have a tile entity and they don't have a liquid inventory. The transfer nodes just follow along the blocks until they get to a inventory they can put into. Since the pipe is just a normal block (apart from having a model) like cobblestone or dirt, the port doesn't show up. I don't find this a big issue and the only way I see of fixing it is adding a special exception for the Extra Utilities pipes.
Ah, thanks for the explanation. I don't think it is that big of an issue then with showing the connection, but it would be nice if it were easier to attach a transfer node to the pipe interface. Although, I do wonder if the capping after 10,000mb/1 fill issue is related at all to the pipes not showing a connection.
Ah, thanks for the explanation. I don't think it is that big of an issue then with showing the connection, but it would be nice if it were easier to attach a transfer node to the pipe interface. Although, I do wonder if the capping after 10,000mb/1 fill issue is related at all to the pipes not showing a connection.
I have been testing and I can't recreate the crash or the nei issue. Could you maybe give me any more details (codecchickencore version, nei version, steps to recreate)
I have been testing and I can't recreate the crash or the nei issue. Could you maybe give me any more details (codecchickencore version, nei version, steps to recreate)
Ok, for the crash, I have absolutely no idea what happened. I was just walking around and as I walked on the pipe interface the game just decided to crash. I posted the crash log hopping you may have a better idea on what caused it, but guess not XD
As for the NEI thing, I just checked and it still seems to happen. Pretty much, if I search the mod, all the tanks show up as id 4812:0. But that is the id for the small tank, the med is 4812:1 and the big is 4812:2. When I add the tanks with the Liquid Workbench, it seems to work fine. But if I add the tanks in a normal crafting table, it treats them all as small tanks since they use the small tank id. Also, the tanks will stack despite different icons (e.g. if I put small tanks in a liquid workbench and have 1 big tank with messed up id on me and shift click, the small tanks become the wrong id big tank).
Although, if you craft the items normally, they don't seem to have this issue and it is only from ones spawned from NEI that I've seen. My versions are NEI v1.0.3.78 and CodeChickenCore v1.0.4.2.
Sorry for the problems with the release, everything should be working now. Version 1.3.3 Includes:
- Many internal changes to get upgrades ready. Any upgrades I add in the future should be fairly easy to implement.
- Added the LiquidXP upgrade, requires openblocks to be installed to work. Liquipacks still works without openblocks, but the LiqiuidXP upgrade item wont be available without it. The upgrade is disabled by default and can be configured from the button in the liquipack gui (L by default).
Sweet mod! I would like to see a new tier liquipack.
RF Liquipack Basic
- Consumes RF power (must be charged)
- Has one inventory slot (for a fluid compatible tank, ie extrautils drum, openblocks tank, portable tanks etc)
- When using the bucket, fluid will automatically be put into the packs' tanks' inventory.
RF Liquipack Advanced
- Consumes MOAR RF power (must be charged)
- Has 3 inventory slots (for fluid compatible tanks, ie extrautils drum, openblocks tank, portable tanks etc)
- When using the bucket, fluid will automatically be put into the packs' tanks' inventory. It will choose one of the three tanks to fill and have no effect if all tanks are occupied by different liquids.
If that doesn't sound cool to you I understand, but I would love to see these, so it was worth a shot!
This could also be a secondary add-on, as it would make much of your current input/output system somewhat irrelevant.
For the combined GUI sneak click on a block that has an inventory. You can than transfer items directly between the backpack and the other inventory.
You can put any backpack in a separate slot. You access the slot be sneaking and pressing the key to open a backpack (default 'B'). When wearing a backpack in this slot the backpack can be opened by pressing the 'B' key. You can change the key in your controls.
When you wear a backpack it will show a 3D Model on the back of the player.
this would allow the player to wear chest armour and wear one of your liquitanks
For the combined GUI sneak click on a block that has an inventory. You can than transfer items directly between the backpack and the other inventory.
You can put any backpack in a separate slot. You access the slot be sneaking and pressing the key to open a backpack (default 'B'). When wearing a backpack in this slot the backpack can be opened by pressing the 'B' key. You can change the key in your controls.
When you wear a backpack it will show a 3D Model on the back of the player.
this would allow the player to wear chest armour and wear one of your liquitanks
By adding its own gui slot the player can wear a chestplate and wear a liquitank so they don't have to comprimise armour hit points
So you mean you want me to add another slot to the players inventory for the liquipack? That's an interesting idea, I just think the liquipack armor won't work anymore.
the liquipack armour would still have its uses for those that use it if they can't afford to make decent armour and a liquipack but for those that can there's the additional slot
the liquipack armour would still have its uses for those that use it if they can't afford to make decent armour and a liquipack but for those that can there's the additional slot
Hey, I was just trying to change the LiquiPack recipes using MineTweaker and ran into an issue. Well first, none of the tanks seem to use ore dictionary glass in their recipe, but the table does. Anyway, the problem is that when I went to change the recipe for the Medium Tank, it seemed to be bugged. I used the right item id (same as small, but with metadata of 1), but the item it output was called Medium Tank but had the icon of the Small Tank (similar to that NEI issue I reported a while back). I tried some other items (small tank, large tank, liquipack) and all seemed to output fine when I changed the recipe. I decided to test this glitched Medium Tank to see if it still function, and when I put it in the Liquid Workbench my game crashed (Updating screen events). If you could look into this that would be great since this means I cannot change recipe for Medium or Large Tank (I wanted to make the Large an upgrade of the Medium).
The tanks were changed in the update of the liquipack workbench to require an nbt tag as well as the metadata (actually it's damage value for items, but nevermind), this is so tanks with size other than the default and tanks that have liquids in them will be removable. I don't know how to use minetweaker so I can't give you the script, but you need to have the following nbt tags set (without the quotation marks):
"Capacity" should be set to the capacity in mb
"Empty" should be set to an empty string (so the tank will be empty)
For example, a small tank would be: {Capacity:"8000",Empty:""}
Anyway, I'll make it automatically add this depending on the damage value, but for now, you need to use this.
As for the liquipack bucket, it is not supposed to be able to fill blocks, neither is the vanilla bucket. The filling of blocks is handled by the blocks, when right clicked on by a liquid container (forge has a place to register liquid container items) they fill themselves with the liquid from the tank. The liquipack bucket isn't a liquid container (as in not registered in the forge registry) because it is dynamic, it depends on a different item to get it's liquid. The only code in my bucket is for placing, so it doesn't fill any machines. Although coding this would be possible, i'm scared to do this because machines might become buggy or crash if they suddenly receive liquid when they're not expecting it.
I would also like to explain how the pipe interface works, because people seem to be very confused by it. The pipe interface basically has a tank in it with a capacity of 10,000mb. Every tick, it checks for a player standing on it. If it finds one, it will try to drain/fill the liquipacks depending on it's settings. On "drain liquipack" mode, it will try to drain liquid from the selected liquipack tank into the internal tank (the one in the block). If it can't drain because the internal tank is full or has a different liquid in it, it won't. On "Fill Liquipack" mode, it will do the opposite, draining the internal tank, and filling the liquipack tank. You need to make sure it can drain/fill or it won't. I will probably add the internal tank to the interface so you can see it, so that it will be more clear.
Thanks for the reply. I kinda figured the bucket wasn't meant to interact, mainly since that seems more the pipe interface's job. Still, it would be nice to see but probably not the best way to be transferring liquids anyway.
As for the pipe interface, I was thinking it worked something like that. My issue seems to be that it won't accept more liquids from pipes after it hits 10,000mb. Like the pipe interface fills up and then I stand on it and it transfers it all, but it doesn’t seem to refill once it is empty. I am not sure if that is a problem with the pipe interface or the pipes I was using (extra utilities transfer pipes), but there was more liquid in the transfer node, it just didn't send.
Also, I am not sure if this is related, but the visual "port" on the interface didn't appear. Like if I connected a transfer node to drain liquids from it, the little connector panel thingy would show up. But if I have a transfer pipe connected it just shows it as if nothing is connected; but still will fill 10,000mb once. It also is a bit tricky to connect the node to the pipe interface since it doesn’t see it as a full block and I had to place a block, connect the node, and then replace block with pipe interface to get it working.
Anyway, not sure where is the problem is with this exactly, but if you could look into making it a bit easier to use it would be appreciated. The interface on the pipe interface will be helpful; as well as fixing it so they don't break with no drop on 1 punch. And thanks for looking into the crash; I actually have no idea how it happened or what happened even....
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Not sure about the issue with the filling of the pipe interface, I'll look into it. The visual port shows up if it's facing a block that extends IFluidHandler, which is basically like IInventory (for inventory tile entities) but for liquids. Most pipe mods have each pipe a tile entity with a small liquid buffer, and they transfer the liquid from one to another until they get to the destination. This can cause some lag, so (I think) extra utilities pipes work differently. The transfer pipe blocks are just normal blocks, they don't have a tile entity and they don't have a liquid inventory. The transfer nodes just follow along the blocks until they get to a inventory they can put into. Since the pipe is just a normal block (apart from having a model) like cobblestone or dirt, the port doesn't show up. I don't find this a big issue and the only way I see of fixing it is adding a special exception for the Extra Utilities pipes.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I have been testing and I can't recreate the crash or the nei issue. Could you maybe give me any more details (codecchickencore version, nei version, steps to recreate)
Ok, for the crash, I have absolutely no idea what happened. I was just walking around and as I walked on the pipe interface the game just decided to crash. I posted the crash log hopping you may have a better idea on what caused it, but guess not XD
As for the NEI thing, I just checked and it still seems to happen. Pretty much, if I search the mod, all the tanks show up as id 4812:0. But that is the id for the small tank, the med is 4812:1 and the big is 4812:2. When I add the tanks with the Liquid Workbench, it seems to work fine. But if I add the tanks in a normal crafting table, it treats them all as small tanks since they use the small tank id. Also, the tanks will stack despite different icons (e.g. if I put small tanks in a liquid workbench and have 1 big tank with messed up id on me and shift click, the small tanks become the wrong id big tank).
Although, if you craft the items normally, they don't seem to have this issue and it is only from ones spawned from NEI that I've seen. My versions are NEI v1.0.3.78 and CodeChickenCore v1.0.4.2.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Small update, just added a tank in the liquipack pipe interface gui that shows the internal buffer.
- Added the LiquidXP upgrade (requires openblocks)
- Recipe will be added later today
- Many internal changes to get upgrades ready. Any upgrades I add in the future should be fairly easy to implement.
- Added the LiquidXP upgrade, requires openblocks to be installed to work. Liquipacks still works without openblocks, but the LiqiuidXP upgrade item wont be available without it. The upgrade is disabled by default and can be configured from the button in the liquipack gui (L by default).
RF Liquipack Basic
- Consumes RF power (must be charged)
- Has one inventory slot (for a fluid compatible tank, ie extrautils drum, openblocks tank, portable tanks etc)
- When using the bucket, fluid will automatically be put into the packs' tanks' inventory.
RF Liquipack Advanced
- Consumes MOAR RF power (must be charged)
- Has 3 inventory slots (for fluid compatible tanks, ie extrautils drum, openblocks tank, portable tanks etc)
- When using the bucket, fluid will automatically be put into the packs' tanks' inventory. It will choose one of the three tanks to fill and have no effect if all tanks are occupied by different liquids.
If that doesn't sound cool to you I understand, but I would love to see these, so it was worth a shot!
This could also be a secondary add-on, as it would make much of your current input/output system somewhat irrelevant.
For the combined GUI sneak click on a block that has an inventory. You can than transfer items directly between the backpack and the other inventory.
You can put any backpack in a separate slot. You access the slot be sneaking and pressing the key to open a backpack (default 'B'). When wearing a backpack in this slot the backpack can be opened by pressing the 'B' key. You can change the key in your controls.
When you wear a backpack it will show a 3D Model on the back of the player.
this would allow the player to wear chest armour and wear one of your liquitanks
Can you please clarify what you mean?
So you mean you want me to add another slot to the players inventory for the liquipack? That's an interesting idea, I just think the liquipack armor won't work anymore.
Ok, that's a cool idea. Should be out soonTM
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
The tanks were changed in the update of the liquipack workbench to require an nbt tag as well as the metadata (actually it's damage value for items, but nevermind), this is so tanks with size other than the default and tanks that have liquids in them will be removable. I don't know how to use minetweaker so I can't give you the script, but you need to have the following nbt tags set (without the quotation marks):
Anyway, I'll make it automatically add this depending on the damage value, but for now, you need to use this.