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I have changed to move the buffers into the controllers themselves, to allow for the buffer size to depend on the hatches in the at |
should break less now
…gh them Implment a paintable overlay on pipes minor refactor of PipeRenderer this commit is too large
(doesnt work)
…rence to the controller
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Recipes will be done in a follow up PR with other missing recipes for 2.7 |
TechLord22
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Jul 10, 2023
src/main/java/gregtech/client/renderer/pipe/LaserPipeRenderer.java
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src/main/java/gregtech/client/renderer/pipe/LaserPipeRenderer.java
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src/main/java/gregtech/client/renderer/pipe/LaserPipeRenderer.java
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| @Override | ||
| protected void renderOtherLayers(BlockRenderLayer layer, CCRenderState renderState, PipeRenderContext renderContext) { |
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Was there any way to potentially re-use some of the existing pipe rendering methods here, such as renderPipeCube or renderPipeSide?
src/main/java/gregtech/common/pipelike/laser/net/LaserNetWalker.java
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src/main/java/gregtech/common/pipelike/laser/net/LaserPipeNet.java
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serenibyss
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Jul 10, 2023
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What
This adds an active transformer to transport energy to and from different energy hatches, and to new laser hatches using a new laser net. The laser pipes become emissive when transmitting energy.
Implementation Details
The hatch as a buffer of 4 UV amps, and it pushes it every tick.
PipeNetWalker::getSurroundingPipeSideswas added to be overridden by a net walker to constrain the sides it considers valid sides to walk to; this is used to constrain the laser net to walking on one axis.renderOtherLayersandcanRenderInLayerwas added toPipeRenderto allow subclasses to render in other layers.Outcome
Players can now transform and transport energy long distances.
Additional Information
Example setup

Potential Compatibility Issues
Any addon using the
preventAnimatedOpticalCablesconfig as it was renamed topreventAnimatedCables