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pnc-repressurized's Issues

Fix rendering for UV light box

Need a TESR for this, but we can probably limit TESR drawing to only when the lightbox has an item in it. Possibly redo the static OBJ model with JSON.

Also, look at Albedo or Mirage for having the lightbox emit cool purple-coloured light while active.

Pneumatic helmet HUD leaving OpenGL state wrong

Pneumatic helmet HUD is leaving OpenGL state wrong, causing active item in hotbar to render with opaque background (and occasional opaque flicker in chat window). Need to track down exactly what & where (something to do with animated panel rendering, possibly?)

Better item models

  • Current sentry turret item model is just the tripod (the gun is rendered with a TESR). That can be improved upon.
  • Current pneumatic door item model is too tall. Need to scale it a bit.

Fuel buckets in solid-fuel compressors

  • The bucket is currently consumed by the compressor; empty bucket should be returned
  • Revisit the efficiency of fuel buckets. I suspect they are way too good right now; ensure that the liquid compressor always does a better job here. Arguably the solid fuel compressor shouldn't take fuel buckets at all.

CraftTweaker support

Following machines' recipes need CraftTweaker support for modifying them:

  • Pressure Chamber
  • Thermopneumatic Processing Plant
  • Assembly controller
  • Refinery?

Items In The Pressure Chamber Disappearing

So to test out the mod, the first thing I did was put a few Iron Ingots in a Pressure Chamber. I went ahead to test out some other things and when I came back to the chamber, they were gone. At first, I thought that they had despawned, but after 3 tests, I realized that they disappear once the arrow reaches 1. I have yet to test it with other items.

Assembly Line borked

Minecraft 1.12.2

14.23.0.2531

0.1.0-47

The Assembly line does not appear to work reliably. The IO arms can only input the compressed Iron blocks, and the drill arm and laser arm do not appear to function at all. Empty PCBs create a funny rubber banding of the IO arm during input, and never actually get placed. I have tried both the one with and without the damage bar. I am using 4 creative compressors for power

WAILA & TOP should show pressure chamber info for walls

When looking at the wall (or glass) of a formed pressure chamber, WAILA & TOP should show the chamber's pressure. Right now you need to look at a valve to see the pressure (which might not be practical depending on valve position).

Incompatibility with Immersive petroleum

Upon loading a world with both Pneumaticraft and IP in 1.12.2, the game freezes while building terrain due to what seems to be an incompatibility with Pneumaticraft and IP oil. Does not cause a crash but here's the log:
latest.log
The relevant information appears at around line 920 if that helps. If this is an IP bug then let me know and I'll report it to the developer.
Thanks!

Rendering performance improvements

There is the possibility of using FastTESR's and/or the Forge Animation system (which uses FastTESR's itself) for improving client-side rendering performance.

Other Pneumatic Armor pieces

This needs some consideration as to what they do, but the first piece is likely to be Pneumatic Boots; they will use stored air pressure to absorb some or all fall damage. Makes a nice complement to the Air Cannon (in Entity Tracker mode), and the Vortex Cannon.

Remove what's left of the NotEnoughKeys integration

NotEnoughKeys hasn't been maintained since the Minecraft 1.8 days, and as such I think the integration should be removed from the code. I don't think it's worth it to leave what's left of the integration in the code since NEK is pretty much dead.

Vortex tube doesn't change colour to indicate temperature

Could be tricky. Current OBJ model doesn't support tintindex. Options:

  • Redo it as a JSON model: would be very complex and wouldn't look great
  • Redo it with a TESR: not good for performance
  • Do some trickery with the baked model. Custom model loader & baked model which recolours the appropriate quads based on extended block properties (hot & cold temp levels). Probably best.

More Aphorism tile functionality

Consider some or all of these features:

  • Markup code support using the § character. Possibly insert by holding down R-Alt and typing 0-9 or a-r?
  • Multiblock tiles?
  • Images?

API: Better capability support

Expose some features via capabilities, including (but not necessarily limited to):

  • Pressure - IAirHandler
  • Heat level - IHeatExchanger

Pressure chamber: cheaty item insertion/extraction

Items should normally only be inserted/extracted by either breaking the chamber, or using pressure chamber interfaces, both of which consume air.

But plenty mods allow insertion of items into the chamber without breaking it. Look at ways of preventing that.

  • The items in the chamber are currently real item entities. We could have it so the chamber just renders the items, but they don't exist as entities.
  • Any real items in the chamber would need to be converted to fake items when the multiblock is formed, and converted back when the multiblock is broken.
  • The interface would no longer create or destroy item entities, but just update the pressure chamber's internal list of chambered items.
  • The pressure chamber would need a TESR to render those chambered items.

Have drones render their held item?

This would be particularly nice for logistics drones, to see what they're carrying around, but also nice for regular drones. Probably make it a client-side configurable, since there's would be a small rendering cost to it.

(by "held item", I mean the item in slot 0 of their inventory)

Some recipe reorganisation

Some work to make recipe handling a little more consistent (and more amenable to CraftTweaker manipulation):

  • Thermopneumatic Processing Plant (TPP) recipes should be in their own recipe class in me.desht.pneumaticcraft.common.recipes, in common with assembly and pressure chamber recipes. This is just a cleanup and doesn't have any functional effect.
  • Refinery "recipe" is currently hardcoded to oil -> { list of fuel products}. Would be great to specify this via recipe, i.e. "inputFluid" to "list of outputFluids", where the list is 2, 3 or 4 output fluids. Be sure that the refinery uses the recipe with most outputs in case of input conflicts, e.g. current setup uses oil for all inputs, and chooses the 4-output recipe if possible (if the refinery multiblock is tall enough), then 3, then 2.
  • Add CraftTweaker support for heatframe cooling: input item -> output item (with automatic return of container where appropriate - e.g. current "bucket of water" -> "ice" + "empty bucket").

API needs a little refactoring

  • Remove any references to non-API packages which are made from API code
  • Move API from src/main/java/me/desht/pneumaticcraft/api to src/api/java/me/desht/pneumaticcraft/api - separate module
  • This will allow easy creation of a separate API JAR, which can then be uploaded to a Maven repo somewhere (cloudpackage.io maybe?)

Crash when putting a machine beside a high-press source

Minecraft Version: 1.12.2
Forge Version: 14.23.0.2552
Mod Version: 0.1.0-47
Singleplayer/Multiplayer: Singleplayer
Crash Report: https://paste.ee/p/Ydivp

Additional Information:

  • Mod list can be found in the crash report.
  • When I put a Gas Lift near a Flux Compressor (6.89 bar in it), the client crash.
  • When I try to reappear this crash I found that the crash will happen when putting a Gas Lift connected with a high-press source (a Creative Compressor with 6.9 bar) and right click the Gas Lift to try to open the GUI, the GUI will changed just like below for a while and then crash.

Crash when using Camouflage Applicator to camouflage block

Minecraft Version: 1.12.2
Forge Version: 14.23.0.2552
Mod Version: 0.1.0-47
Singleplayer/Multiplayer: Singleplayer
Crash Report: https://paste.ee/p/4LPRD

Additional Information:

  • Mod list can be found in the crash report.
  • Crash when I copy Advanced Pressure Tube to camouflage Advanced Pressure Tube.
  • When I try to reappear this crash, I also copy Elevator Base to camouflage Advanced Pressure Tube, and the client crash.

Quickly placing/removing fluids to get around heat mechanics

It's currently possible to quickly place and remove hot liquids like pyrotheum to manipulate machine heat levels without consuming the liquids, and avoiding the need to spend energy on pressurising a vortex tube.

Look at ways of limiting that...

Needed: a way to disconnect and camouflage (facade) tubes

Since MCMP2 isn't happening any time soon, we need alternative solutions.

  • A facade applicator tool to apply or remove camouflage to camouflageable blocks (elevator caller & base, charging station, and pressure tubes initially at least).
  • Should the applicator apply a copy of the camo block? Or need an actual block? Should the applicator require pressure to operate? Decisions, decisions.
  • Right-click a block with the applicator and a selected block to apply the camo. Right-click a camo'd block to remove the camo.
  • Highlight nearby camouflaged/camouflageable blocks while the applicator is held?
  • Also allow disconnecting/reconnecting pressure tubes via a right-click with the pneumatic wrench.

compatibility with applied energistics' tiny TNT

It appears that AE's Tiny TNT is not compatible with PNCR's way of making Compressed Iron as it destroys the Iron instead.
I liked using Tiny TNT back in 1.7.10 to start Pneumaticcraft because of the smaller explosion. Would it be possible to add it back?

Advancements

Old achievement code no longer works, of course. Need to rewrite as advancements in JSON.

Loot generation

Dungeon loot generation (nuke virus & stop worm) is not working right now. Re-implement using JSON.

Possibly consider adding some other PNC:R resources randomly (compressed iron, plastic...)

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