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License: zlib License
Aura Cascade ripoff?
License: zlib License
Right now in the "aura sending" system, aura is basically teleported from the emitter to the receiver capability.
Obviously this won't do. Thinking a more Botania-like "mana burst" will do nicely. I don't want to actually make this an entity, though, because it doesn't really need to be, right?
The plan is to tick the aura emitter capability, which keeps track of its own "aura burst" objects. Packet bullshit syncs this info to clients, who manually render it with fancy particles or something.
This is the fun part, too, because it means I can finally start implementing different aura colors, and different abilities for those colors, which is where things will really start to come together.
offtopic... wheres your scratch account?
also pm me ur scrath acount
There's basically no packets.
I want to avoid using vanilla tile entity update packets, because
Things that are in right now that need packets:
A node placed above another node will only try to balance its aura with the one below it; I want to push all the aura.
Will require a bit of refactoring of the aura emitter capability; I'm not really sure whether it's a good idea to bring the world into that section of the code, right now emitters and receivers don't have to know about the world at all. Which I kind of like, but on the other hand, the way power flows is somewhat tied into the shape of the system in the world in the first place, so.
At least maybe pass in an enumfacing or something. Oh, oh, maybe the facing could go into the constructor? Would it make sense to have five emitter capabilities, one for each non-top face?
First of all this is a nice thing that your working on here.
NOW PLEASE DONT SWEAR!
Ughh i wish I could report you but I guess your already deleted.
Any secondary acounts?
CapabilityAuraContainer
to replace aura nodes scanning for TileEntityAuraNode
s (edit: this turned out to be CascadeCapabilities.AURA_HOLDER)CapabilityAuraProvider
for future use (ed: CascadeCapabilities.AURA_PROVIDER)CapabilityAuraAcceptor
for future use (machines) (ed: CascadeCapabilities.AURA_ACCEPTOR)CapabilityAuraCrystal
?CapabilityAuraDissolvable
?CapabilityAuraProvider
, is that crystals are removed on dissolving, and you can't remove only a fraction of the aura from a crystal, either all or nothingWtf is going on
Throwing in stacked items seems to cause it to output tons of copies of the output item or something??? Idk I threw in 1 stack of redstone and got 6 stacks of moondust
In the refactor that removed haloblocks and haloitems (and most importantly haloblocktileentity, which handled a lot of the "magic" behind tile entities), the aura node tile entity stopped being properly joined to the block.
Still trying to work out how to properly register the tile entity in a much cleaner way w/o a HaloBlockTileEntity
because I think that's a little kludgy.
Although; this is kind of a tricky thing to get right anyways. :V
Two solutions:
This bug was introduced in the commit which added working renderboxes, so they're probably just not being initialized correctly. (dirtyAABB was kinda hacked in.)
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