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advancedpowermanagement's Issues

Battery Station - inverse of charging bench?

Someone mentioned an "uncharging" bench... What do you think of making another trio of blocks to act as battery draining stations? They'd lack the internal storage, and instead would replace a charging bench's charging area with a battery area, and each version would emit its proper voltage per tick if it was possible for it to drain that amount of power from any batteries in its inventory.
It would transfer empty batteries to its output slot, and accept batteries from its input slot.
It wouldn't have a battery slot or upgrade slots, and the GUI wouldn't need the armor slots, meter, and such.

Another option for function would be that it could emit one packet for each battery item in its inventory. Could make it a powerful burst energy source, but batteries/crystals wouldn't drain one at a time and be ejected to the output slot - they'd drain somewhat evenly, making it harder to keep them all charged.
I think that's probably not a good idea, better for it to drain one thing at a time. You could always construct more than one and distribute batteries between them to achieve a similar effect.

Recipe might be similar to the charging bench except with a LV / MV / HV transformer in place of the storage block. What do you think?

Make Storage Monitor display the type of block being monitored

Add another display window above the current / max energy that shows the name of the linked device. Possible? Easy / difficult? If it's an IInventory, getInvName() should work... Could display 'unknown' otherwise? Or figure out how to use the language registry to query for the raw tile entity's class name... That should always give a translated string.

Move specialized packet handling to tile entities

Implement superclass which adds global network traffic functions to allow easier packet handing-off to the correct tile entity (or other recipient, in future)
Use abstraction and overriding for each class to handle its packets differently without having to run lots of instanceof tests
For example, class TEAPMCommon extends TileEntity { public abstract void receiveDescriptionData(int packetID, DataInputStream stream); }

Adjustable Transformer Crash when placed

AdvancedPowerManagement: 1.2.85-IC2-1.118
IC2: 2_2.0.324-experimental
Forge: 953

java.lang.NoClassDefFoundError: ic2/api/energy/event/EnergyTileSourceEvent
at com.kaijin.AdvPowerMan.BlockAdvPwrMan.createTileEntity(BlockAdvPwrMan.java:314)
at net.minecraft.world.chunk.Chunk.func_76597_e(Chunk.java:991)
at net.minecraft.world.ChunkCache.func_72796_p(ChunkCache.java:115)
at net.minecraft.client.renderer.WorldRenderer.func_78907_a(WorldRenderer.java:206)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1551)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1129)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: ic2.api.energy.event.EnergyTileSourceEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
Caused by: java.lang.NullPointerException

Average tracker spool-down can be vastly improved

If the time delay for the packets recorded in the adaptive window is cumulatively shorter than the time since the last packet, clearly the EU rate has decreased. The average delay could also be used to ramp down the reported rate smoothly, instead of reporting an erroneously high value for extended periods of time.

GUI Textures Missing: 1.2.79-IC2-1.118

Just to let you know I gave it a fast spin. I noticed all the GUI Textures are missing throwing out these errors:
Client> 2013-08-10 23:08:46 [WARNING] [Minecraft-Client] Failed to load texture: advancedpowermanagement:/textures/GUIStorageMonitor.png
Client> java.io.FileNotFoundException: advancedpowermanagement:/textures/GUIStorageMonitor.png

IC2 energy interface updates

IC2 has updated some API calls regarding energy with items

Our code will need to adapt to IC2 API call changes

Allow charging benches to be uncrafted

Charging benches should, when placed by themselves into a craft window, allow the player to grab out the storage block at a minimum, potentially returning all crafting supplies to the players inventory. In this way, unused charging benches can be uncrafted back to parts to be reused elsewhere.

Adjustable Transformer

Basically like the adjustable emitter with the exception that eu package size and amount per tick would be the same and it takes in up to EV. Quite useful for supplying a Mass Fabricator with only part of your energy supply. To craft it you'd need all 3 transformers with some advanced circuits.

Update texture handling to new Minecraft 1.5x format

Texture handling has completely changed.

Our base textures need to be split out into separate files
Our code needs to reference the textures correctly

This is going to be the biggest of the changes needed, most likely.

Creative Mode armor can disappear

Creative Mode armor seems to potentially disappear when equipping the armor through the creative survival inventory interface through shift-clicking on the armor, then opening the GUI of a charging bench. This does not happen with other GUI's. Need to investigate.

Only happens in creative mode.

Update readme

README needs updating with descriptions of new functionality

Reject invalid items placed into inventory by pipes

Mods (pipes, tubes, direct management) are able to place items directly into the input slot that then just sit there because they are not valid energy items. Should we allow this and have it be up to the player to design their system to prevent it or should we reject invalid items by immediately moving them to the output slot and/or ejecting them out into the world?

Add an indicator to charging bench GUI showing redstone state

An indicator should be added to the Charging Bench (probably in the GUI) to show when the bench is disabled due to an active redstone state. This information is currently missing and there have been multiple incidents of users of the mod thinking it wasn't working because they had an active redstone signal nearby. A simple indicator in the GUI will solve this issue.

Wrench removal of charging bench bugged

Using a wrench of any type to remove any tier of charging bench (and probably the Emitters as well) is not properly calling the routines to invalidate the tile entity, remove it from the energy net and spawning the inventory contents into the world.

Sorry for using this repository, but do you still have a few old 1.2.5 mods?

Hello.

Sorry for hijacking your repository, but I'm after a few 1.2.5 mods which I think you might have, as I found out you were the author of the 1.103 charging bench port in the IC2 forums. Do you still happen to have in your possession the mods listed below?

Buildcraft 3.1.6.25, 3.1.6.51 (both client and server);
Forestry 1.4.9.13 (both client and server);
FMLServerHandler.class;
NEI_ForestryPlugin 1.1.4.25_beta.zip;
NEI_RailCraftPlugin 1.3.1.6_beta.zip;

Unfortunately, most of these mods are unavailable nowadays due to broken Dropbox links. I'm trying to archive these old mods with the help of a few people at the MC Archive, so help would be much appreciated. Thank you for your work on other IC2 addons, by the way.

Storage monitor needs to check dimension

The storage monitor ID cards need to store the DIM number and the storage monitor needs to make sure it's checking the proper dimension. I think we can make this work cross dimension! :)

Allow charging bench in-place upgrades

A crafted charging bench of LV and MV tiers should be able to be combined in a crafting table with a new to be created item that will create a new "Upgrade" bench item that when used on a charging bench of lower tier, will upgrade it to the new bench in-place. It would keep all existing items, upgrades and energy levels and return the bench being upgraded to the players inventory, or pop it out onto the ground if there's no room.

Update screenshots

Need updated screen shots of the benches and a full GUI example for posting to IC2 forums

ISidedInventory is deprecated

ISidedInventory has been deprecated in favor of the built-in vanilla equivalent functionality.

Our code needs to remove any implimenting of ISided and replace with vanilla functionality

Limit maximum upgrades

There is currently no limit on the number of upgrades allowed. This results in a negative total energy storage capacity if you add four full stacks of energy upgrades. Oops.

Storage Monitor statistics / history graph window

The storage monitor could do a stats or history type thing and have a screen with a graph tracking the energy level of the monitored device over time. Perhaps encode the information onto the link card's stack tag in some way, so that it wouldn't lose it or get confused between different storage devices if the card was swapped. Track at several time scales independently to allow for zooming in or out? Not TOO many data points, or it could become a drain on bandwidth / resources...

Mod Distribution Request

Please read the PDF at [edited out for safety] regarding permission to use your mod(s).
Any issues opening the document, drop me a note.

Thanks!
Graham Campbell,
Lead Developer At MineUK,
Part Of The MineEU Network.

Test with Buildcraft pipes

Will this work as expected with buildcraft pipes? If it does, we can assume it will also work as expected with Redpower once RP updates.

EnergyNet: EnergyBlockLink for Adjustable Transformer

I have had a new user on my Unleashed server Advanced Power Management and Adjustable Transformers. Several users including my self are using them without issues.
But this user had not chunkloaded his base and when his base unloads and he returns the Transformer stops transforming

the power it will start working as soon as the block is removed and replaced. But as soon as the area is unloaded the cycle repeats.

I have duplicated this on a testing sever that i have away from the main gaming server. And below are the logs starting from the MystCraft portal warning that i moved wrong to the end of the error, note that there is another error with powerconverters as well but it is seprate issue as normal tranformers in place of adjustable just removes the AdjTran error from the log:

13:44:02 [WARNING] EnergyNet.addTileEntity: advsolar.TileEntityUltimateSolarPane l@64cc051 was added too early, postponing
13:44:02 [WARNING] EnergyNet.addTileEntity: advsolar.TileEntityUltimateSolarPane l@63b6421 was added too early, postponing
13:44:02 [WARNING] EnergyNet.addTileEntity: powercrystals.powerconverters.power.ic2.TileEntityIndustrialCraftConsumer@46fdddc is already added, aborting
13:44:02 [WARNING] EnergyNet.addTileEntity: com.kaijin.AdvPowerMan.TEAdjustableTransformer@44ebdb8 is already added, aborting
13:44:02 [WARNING] EnergyNet: EnergyBlockLink corrupted (ic2.core.block.machine.tileentity.TileEntityCompressor@5899e11 [2362 86 1401] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@720e369 [2362 86 1402] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@44ebdb8 [2362 86 1402])
13:44:02 [WARNING] EnergyNet: EnergyBlockLink corrupted (ic2.core.block.machine.tileentity.TileEntityExtractor@5e87508 [2361 82 1402] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@720e369 [2362 86 1402] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@44ebdb8 [2362 86 1402])
13:44:02 [WARNING] EnergyNet: EnergyBlockLink corrupted (powercrystals.powerconverters.power.ic2.TileEntityIndustrialCraftConsumer@7569b39 [2362 80 1402] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@720e369 [2362 86 1402] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@44ebdb8 [2362 86 1402])
13:44:02 [WARNING] EnergyNet.addTileEntity: com.kaijin.AdvPowerMan.TEAdjustableTransformer@5b84134 is already added, aborting
13:44:02 [WARNING] EnergyNet: EnergyBlockLink corrupted (ic2.core.block.machine.tileentity.TileEntityCompressor@6373c4c [2327 83 1403] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@5785149 [2327 83 1400] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@5b84134 [2327 83 1400])
13:44:02 [WARNING] EnergyNet: EnergyBlockLink corrupted (ic2.core.block.machine.tileentity.TileEntityMatter@3c0bfdb [2328 83 1402] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@5785149 [2327 83 1400] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@5b84134 [2327 83 1400])
13:44:02 [WARNING] EnergyNet: EnergyBlockLink corrupted (powercrystals.powerconverters.power.ic2.TileEntityIndustrialCraftConsumer@39607e3 [2329 83 1401] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@5785149 [2327 83 1400] ->
com.kaijin.AdvPowerMan.TEAdjustableTransformer@5b84134 [2327 83 1400])
13:44:02 [WARNING] EnergyNet.addTileEntity: powercrystals.powerconverters.power.ic2.TileEntityIndustrialCraftConsumer@457c9b2 is already added, aborting

Below are two screen shots of the dummy system that is about 2 chunks away from the original system that originaly created the error. This is so that you can see the setup causeing the error. the mass fab and redstone energy cells are there to create a constant load during the unload to see if that made a difference.

2013-11-11_13 50 10
2013-11-11_13 49 49

Status Display for Battery Station

Maybe show the amount of energy left in the first non-empty item in its inventory... and then, maybe have it track average energy output, and give you an ETA until the current item is empty (or even until the entire current inventory contents are empty)?

General method changes

Some method names have changed or had parameters slightly changed and will need to be updated in our code. Most of the time it seems Eclipse will recommend an appropriate replacement.

Storage Monitor 'analog' mode for use with comparators

Current operation mode is purely digital. A new mode could use the ability to vary the redstone signal strength, based on how close to the upper or lower limits the energy level is.

At or above the upper threshold, output strength would be zero. At or below the lower threshold, it would be maximum, 15. In between, it would interpolate, so if the thresholds were at 60% and 90% and the storage device was 75% full, the redstone signal would be at half strength, 7 or 8. This could be used with vanilla comparators for even more flexibility in controlling an energy network.

Add useful info displays to Charging Bench

1: "Charge Time" required to charge all items at the fastest possible rate, counting current overclockers etc. 2: "Estimate" of how long it will take if energy stored is insufficient to finish charging within that timeframe. Based on 3: "Avg. Input" EU per tick.
Perhaps other info. Efficiency? Overclock rate?

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