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View Code? Open in Web Editor NEWLightweight - Fancy looking - Liquid & fluid storage tank for modded Minecraft.
Home Page: https://www.curseforge.com/minecraft/mc-mods/itank
License: MIT License
Lightweight - Fancy looking - Liquid & fluid storage tank for modded Minecraft.
Home Page: https://www.curseforge.com/minecraft/mc-mods/itank
License: MIT License
Hello, thank you for your tank mod... works well and looks great!
Is there any chance of getting a comparator output signal from these tanks in 1.16.5?
ThanX
1.16.5
36.2.34
1.7.0
When looking at a tank block while using the HWYLA or WTHIT mod the block name and mod's name do not display correctly:
- With HWYLA the mod name and block name both have an extra letter "B" at the start
- With WTHIT the name of the block is substituted with the Item ID
While looking for a solution to this issue (and another one that only occurred with WTHIT - it got fixed) it was suggested by the dev of that mod that the incorrect display of the block name is ITank's fault and added that the solution to this may come in a form of "creating a language entry for [ITank's] blocks". Here's the link to that issue and the comment addressing that.
Install HWYLA or WTHIT together with ITank
Place a tank block & look at it
1.16.5
36.1.16
ITank-1.16.5-1.4.2
Bibliotheca-1.16.5-1.6.2 (if this matters)
iTank blocks don't retain liquid. I've tested this with water and lava, using Ender Tanks and Refined Pipes.
Place a tank, fill it with liquid, break it.
1.19.2
43
2.0
Can't right click to stack tanks
Right click with tank
1.16.5
Latest
1.16.5-1.5.0
Missing liquid rendering if different color tanks with same fluid is stacked on top of each other while liquid is not full.
Stack two different color tanks on top of each other with same fluid and fill both 50% up.
MC Version: 1.10.2
Forge version: 12.18.3.2209
Honestly not sure why it's crashing, but it crashes on load-up. It appears to be a "duplicate entity", but I don't know with which mod its ID clashing?
Crash-log here:
Log
Because CommonProxy
is abstract, trying to use ITank on SMP will cause a crash because it can't create an instance: http://pastebin.com/cMBMLCTe.
Saw this comment on the reddit announcement, and while I like the connected rendering in itself, the connecting on different fluids does seem like a bug. Would you consider eventually adding some special case so they render separately in that scenario? Nothing of high priority, but when you have some time =)
Is your feature request related to a problem?
If you have 5 tanks stacked up attaching a filler like a Fluid Pipe at the 3rd tank, the tank will only fill up to 3 tanks and leave the top two empty.
Describe the solution you'd like
It would be nice if it took into account the full size of the tank and attempted to fill it based on its total volume instead of the volume at which the pipe is connected
Describe alternatives you've considered
None.
I had a 3-block tank full of liquid starlight from Astral Sorcery. It was causing my frame rate to drop to about 10-15 fps. Leaving the area and unloading that chunk returned my frame rate to normal (60 fps is my max frame rate setting). Setting them down as three separate 1-block tanks also returns my frame rate to normal (this is my current work-around).
My uneducated guess is that the tank autodrain to lower tank feature is triggering block updates on the other tanks in an unconstrained loop. But I am not a mod author, so there is a lot about the block ticking and block updating framework that I don't understand.
This mod is well done so far. The main thing I noticed was that it loses it's fluid when dismantled/broken. This would add a ton more uses for your tanks if implemented.
I noticed that I get a bit of lag when looking at Itanks when fluids are inside of them. My fps is usually at 300ish but the tanks causefps to drop to 180ish.
First of all thanks for your nice and useful mod.
I was trying to drain or put liquids from the tank using a Dispenser and a Turtle (from CC:Tweaked).
I've supposed that this cannot be done.
A way for adding some automation will be great.
I'm not sure if that I asking so much but get it in consideration.
Thanks,
Placing a single empty tank and then mining it with a pickaxe results in two tanks being dropped
Describe the bug
The code for moving fluids into the bottom tank breaks if any other tile entity is present below a tank
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Nothing [or possibly auto output into adjacent non-ITank fluid handler]
Additional context
https://github.com/EwyBoy/ITank/blob/1.16/src/main/java/com/ewyboy/itank/common/content/tank/TankTile.java#L69
This can easily be fixed by changing this code to do an instanceof check. Also, particularly if auto output to other fluid handlers is not desired, there are ways to implement this behavior without requiring ticking at all [pushing or pulling fluids only after the fluid content is changed], or only requiring the bottom tank to tick, but that would be a much more involved change.
The push down behavior could also be made block state dependent [i.e. simply exit the tick method for BOT and ONE tank blocks], though this approach may be vulnerable to problems caused by cross-mod interactions resulting in the block states being arranged incorrectly.
Would be good if adding liquid to the bottom tank kept adding liquid in to the tanks on top. Works that way with adding liquid to a tank above another one. You have the functionality to make a giant stack of tanks going up into the sky by clicking a tank on the tank at the bottom, but you then can't fill the tanks at the top unless you pipe in at the top.
modification does not work on the version 1.12.1
2 lava tanks stacked on top of each other and full should show 16000/16000 not 8000/8000 each.
When tanks are broken and placed in the inventory, they don't show their contents. They should at least show a tooltip; something like "Stored: Lava (1000mB)".
Ideally, they should have a tooltip and render the fluid inside the tank, so you don't need to mouse over them to see what's inside.
Describe the bug
Unable to pick up placed tanks. I've tried using everything from pickaxes to fist, the break animation appear and the sound plays like it was broken, but the tank remains where it was.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The ability to pick up a placed tank.
Forge Version: 36.1.23
Mod Version: ITank-1.16.5 1.4.0
Reference: #17
Also, particularly if auto output to other fluid handlers is not desired, there are ways to implement this behavior without requiring ticking at all [pushing or pulling fluids only after the fluid content is changed], or only requiring the bottom tank to tick, but that would be a much more involved change.
The push down behavior could also be made block state dependent [i.e. simply exit the tick method for BOT and ONE tank blocks], though this approach may be vulnerable to problems caused by cross-mod interactions resulting in the block states being arranged incorrectly.
version: ITank-1.1.2-1.12.2.jar
forge: latest
description: probably an abstract common proxy class
[04:11:09] [Server thread/FATAL] [FML]: The following problems were captured during this phase
[04:11:09] [Server thread/ERROR] [FML]: Caught exception from itank (java.lang.AbstractMethodError: com.ewyboy.itank.common.blocks.BlockTank.registerBlockRenderer()V)
[04:11:09] [Server thread/ERROR]: Encountered an unexpected exception
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from ITank (itank)
Caused by: java.lang.AbstractMethodError: com.ewyboy.itank.common.blocks.BlockTank.registerBlockRenderer()V
The source for the 1.12 version of this mod doesn't seem to be here.
The fluids "Chocolate" and "Honey" added by the mod Create are invisible when in ITank tanks. This is purely a visual bug, as the liquids can be put into and taken out of the tanks without issue. Additionally, potion fluids, also added by Create, are visible in ITank tanks but all display as white, when they should be the color of the potion.
Itanks crashes the Launcher when loading sending me back to launch screen
Versions used:
These are the particular situations that I've noticed, but there may be more:
When using an Ender Fluid Conduit on Extract mode, with "Redstone Mode" set to "Active With Signal", it will extract a couple of buckets out of the ITank (8 at most, at least from my testing), then stop sending, no matter how many times the redstone signal is applied again. Replacing the conduit seems to make it work again. Also, the liquid isn't removed from the ITank, so this could be used as a dupe bug.
When using an Ender Fluid Conduit on Extract mode, but with "Redstone Mode" set to "Always Active", the liquid will be extracted properly, without duping nor stopping midway.
ITanks won't fill when connected to an Ender Fluid Conduit set on "Insert Only". It is detected by the conduit, but it just won't insert the liquid.
When using either regular Fluid Conduits, or Pressurized Fluid Conduits, none of the above happens (they behave correctly).
Reporting as I haven't noticed this happening with any tank from other mods. Could you please let me know if I should cross-post this to Ender IO's tracker?
A video showing points 1 and 2 (Tested with Liquid XP, but in my experience it happens with any liquid)
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