Steve's Carts Reborn

Steve's Carts Reborn

35M Downloads

Care to implement some of my toys?

da3dsoul opened this issue ยท 4 comments

commented

https://github.com/da3dsoul/Steves-Carts
I worked on this a long time ago, back when vswe wouldn't respond to anything. It was mainly for my personal use, but there are quite a few things that are useful. You are free to implement any or all of them,
just tag my name to the list of devs if you do.

PS This is based on 1.7.10's release.

List of toys:

  • Ore Extractor now recognizes just about every ore from every mod under the sky. (Uses ore dictionary, internal name starting with 'ore', translate the block name to English and check if it ends with 'Ore')
  • The Tree: Exotic Module now follows the same method of the Ore Extractor, making it extremely sensitive
  • Liquid Cleaner won't cause the cart to freeze for all eternity anymore
  • When using a Drill, Railer, and Height Controller, the cart will not deviate from the desired height path when the inventory fills up, and will properly turn around
  • Fixed crashes when trying to work on mod blocks that steve's carts doesn't like (Reika and Project:Red)
  • Farmers mow cows just as well as crops
  • Torch Placers can accept almost any light block that is on by default, including Project:Red Lanterns
  • Bridge Builder can accept any solid block
  • Railer can place Railcraft rails
  • Track remover can remove Railcraft rails
  • Added Large Builder, a variant of the Bridge Builder that creates a bridge the size of the drill you are using, currently no way to control it further.
  • Fix Divine Shield not protecting the cart properly
  • Lawn Mower cuts tall grass, double plants, and desert bushes
  • Fix Railcraft Boarding rails...
  • Added a config scaler to the assembler
  • Make an RF engine that charges at the cargo manager
  • Make a 'Builder Intelligence' module that works basically like the drill intelligence for Bridge Builders
  • Added Active Power Observer, which will turn the cart around when the power is not sufficient
  • Added mouse wheel scrolling in cart gui's
  • Made Track Remover and Railer conflict
  • Standing on a steve's cart will move you and anything else with it
  • Make carts that are colliding with something in front of it for 3 seconds turn around (3 seconds to allow for pushing mobs out of the way, it seems to handle it without needless turning around), this was to allow players to more easily make carts turn around, as well as fix a few bugs with carts getting stuck when inventories fill at inconvenient times. This needs a little work, but it works most of the time (it works for blocks always, players most of the time)
  • Better handling of turning around and determining direction (going home or away from)
  • Added things to the Information Provider: Returning Home (tells you if it's going home or not), Blocked (if something is in its way), Current Tool (tells you wtf it's doing, down to the module it's working on), For some reason, the Current Tool is linked to the durability info thing, so both or none for now. IDK why. It solves the "Why are you just sitting there?" problem.
  • Made it so carts don't update if the chunks around it aren't loaded (to prevent falling through the earth, hopefully)
  • Made it so carts don't update for 10 seconds after chunk load (when the game is starting, to prevent glitching). Need to make this configurable for different computers, as my desktop doesn't need it, but my laptop needs a good 8 seconds to catch up.
  • Made it so chunk loader module will load chunks when it's first loaded (this will hopefully fix some glitches with carts that are chunk loaded on world resume, if it doesn't, I'm saying screw forge chunk loading and writing my own)
  • Fixed chunk loading requesting and releasing chunks when moving
  • After waiting for chunk load on game start, check to see if the cart is in a solid block, then check the proximity for a rail and teleport to it
commented

Oh wow, sorry I didnt notice this issue. Some of this stuff looks really good. When I have some more time I will take a look.

commented

Having an ability to set coordinates for it to go to would be usefull for tunnel making, heck a tunneling module that places blocks in a pattern (like the mining intelligence module) that places blocks in a pattern and can even place them when it hits an ocean or other body of water would be fantastic

commented

An extension of the builder intelligence I mentioned that does that wouldn't be difficult to implement, not that I will.

commented

I'm back to Minecraft again. I might update some of this, as well as generally help with the project again. I'm still deciding, as time isn't as plentiful as it used to be (plus the piles of projects I work on). Which of these would (or wouldn't) be accepted if I PR'd them? Obviously, I'd rather not put in work if I just had to fork it again.