Highly untested and may break world
Current release unspecified
- Fixed reactors on/off state, Fixed inventory handling, Added improved pipe handling
Most likely fixed on/off state issues with reactor. I think it was a client desync issue but didn't confirm. Testing shows the issue is gone after adding a bit more logic.
Fixed some interaction issues and inventory handling problems.
Added better support for pipe rods to allow more complex reactor designs. Including moving the controller to several blocks above or under the reactor.
- Create LICENSE
- More work accelerator pathing
- Finished power accelerator magnet check, Added block to path accelerator
Block exists just for testing as we can't use it for the actual pathing long term
- Added powered accelerator tube
- Added t tube models
- Fixed scala.actors.threadpool.Arrays import being used, Fixes #66
- Added connection logic, Created a tube normal and intersection model
- Added magnet block, Got started on accelerator tube
- Added some missing @SideOnly for addInfo methods
- Moved visualization app to its own git
- Created APP to visualize pathing
- Toying around with thermal thread to improve pathing
- Changed TileTimer to TickTimer
name makes more sense since the timer can be used anywhere not just tiles.
- Fixed sensor UI resetting fields when deselected for short durations
- Created conditional tick timer
Allows disabling tick and resetting tick based on simple logic
- Updated dust and uranium pellet textures
Textures by Morton, likely will be updated again
- Updated reactor controller texture, Added on/off state
- Create ko_KR.lang
- Updated textures, Removed extra armor textures
- Added 0-15 textures for sensor
- Fixed sensor GUI title being grey
- Set default heat for sensor to 1MJ
- Finished thermal sensor redstone
- Changed sent to player packet method to take EntityPlayer instead of EntityPlayerMP
Method checks for EntityPlayerMP and prints an error if its invalid
- Registered block, Setup block render, Started on UI and other aspects
Item render still needs registered and other things... too tired to finish it today
- More work on thermal sensor
- Started work on thermal sensor
- Abstracted some of TileEntityMachine's code to TileEntityPrefab, Renamed machine to active
- Added MAB Armor Recipes
- Moved M1A Armor recipes
- Added JEI handling for basic dyes
Only 16 base colors are shown even though it works the same as leather armor and can have 12M combinations
- Added tooltip to note armor can be dyed
- Added dye recipe
Copied from MC's dye leather armor recipe
- Colored armor works
- Started work on colored hazmat suit
- Moved and renamed hazmat item class
- Temp fix to hazmat armor holes on shoulders
The texture needs to be redone, we do have a replacement but its not acceptable to replace this fine looking texture.
- Possible fix for reactors not registering with data source handler
If a reactor has no rods it will not register with the handler that ticks the reactor. This is likely the cause of issue #62 but is not confirmed.
- Changed rods to move before consuming use, More debug work
- Added dev debug to MapDataSources to debug for issues
- Added has data checks for data sources
- Fixed duplicate tooltip for rod pipes
- Worked on localization and tooltips
- Added U234, Added ore dictionary values for Uranium pellets
- Optimized radiation decay alg
Thanks to Morton for the help in finding a good equation to use that worked. The alg is nearly the same as the previous version. With the data showing only a .00X difference on average.
- Updated change log
- Changed all sources to be tracked and updated by 1 system
This allows a more automatic management of sources and triggering thread updates. All without having to worry if the main source understand if it has changed or not.
- Updated change log
- Added more radiation resistant material values
- Added capability for radiation resistance
- Added radiation handling for blockstate and block values
- Created a registry for materials to supply radiation values
- Added a note why IRadioactiveItem is depricated
- Added some values to thermal handler
- Started work on radiation handler
- 3.0.6
- Fixed items vanishing in pipe
Was caused by an inversion of the save/load code that would cause the inventory to reset on load.
- Fixed NPE for inventory
- Worked on fixing pipe item issues, Added isClient pass through for update method
Pipe issue still exists causing rods to vanish. Still can't tell if its the pipe or reactor causing the problem. I know the reactor itself does not have this issue on its own.
- Fixed timer running every tick
- Fixed extracting rods from reactor cell that were not depleted
- Fixed shift click issues with pipe inventory
- Split rod out into two blocks, Fixed a few issues
- Mostly completed new rod block to convey rods to reactor
- Fixed block break particle for controller
- Fixed reactor not ejecting rods from bottom
- Added spent rods to the creative tab
Mainly for testing
- Changed out iron plate for steel plate
This is to fix issues with ICBM and other mods adding invalid items that can not be crafted. As well to increase the cost of some machines.
- Renamed drawSlot to drawSlotBackground to fix render issues
- More debug code
- Set extractor to use main slot render loop
- Fixed color bleed on slots when debug text is enabled
- Fixed bleed over and texture issues with progress arrow
Minor issue
- More work on UI, Added ways to disable UI elements to check for issues
- Fixed color issues with fluid tank UI
- Attempt at fixing GUI issues
- Create nl_NL
Translation to Dutch. Took some liberty in naming to maintain proper context.
- Finished implementing TE recipes
- Fixed normal recipes
- All vanilla recipes should work
- More work on fixing recipe issues
- Fixed logic issues with recipe conditionals
This fixes a lot of the vanilla recipes
- Fixed ice not melting, Added lambda inputs to thermal data
- Added damage when standing in high radiation areas
This is in addition to normal radiation death damage.
- Reworked radiation handling
Set per entity scales
Moved effects to an object system
- Fixed radiation source being off center
- Moved rad tick overlay debug to its own line
- Fixed #51
- Added config to display radiation hud
- Not sure why these changes didn't sync yesterday
Keep having issues with gitkraken not picking up changes until several mins after I stop working. Will need to look into this.
- [Untested] Add backup recipes for vanilla
- Fixed wrench tooltip
- Fixed radiation data showing on all items
- Little clean up of reactor, Fixed reactor not turning off sources from controler
- Fixed radiation and thermal grid running on client
Earlier issues with data not clearing were likely caused by the data running client side.
- More changes to reduce issues with data not clearing
- Working on fixing map data caching issues
Problem: Data is not clearing
Likely cause: map was not set to do world unload or chunk unload events.
Solution: Events were added
Additionally, weak refs have been added to nodes to ensure they do not hold onto source tiles. This likely will not change anything but was a thought.
As well data clearing has been added to remove invalid nodes over time. Right now a chunk will be scanned every 1 min to check for data problems. Any invalid nodes will be removed. Followed by slot, layer, and chunk unload if no data is stored in each.
- Toyed around with radiation armor handler concept
When finished will allow users to define any armor as radiation resistant.
- Fixed server side load crash
- Fixed thermal system not resulting in vaporization and steam effects
- Setup capabilities, Fixed thermal grid not causing vaporization with 1 reactor
Effects do not seem to work for steam
- More work and moved stuff around, Started on capability system
- Cleanup and documentation of map system
- Fixed issue with radiation grid, Ported over thermal grid
Still testing thermal grid but radiation grid works
- Finished switching maps over to node
Lot of work is still needed but the core code is moved over. The thermal system will need to be finished. As it currently does not update the map with data. However, the radiation system should be ready for testing.
- More work on new system
- Started work on new node map system
- Sync
- Updated GUI fluid render code
Thank you Aidan for mekanism code samples. Even though the code was not used it helped me find the code in needed in MC.
- Added JEI api to deps
- New contaminated water texture by sukar42
- Fixed #44
- Added buildcraft power support
- Added translations to configs
- Removed CoFH API
Unused
- Added buildcraft API
- Worked on configs
- Added bucket insert support from pipes to chem machines
- Added shift click support for battery items
- Fixed recipe input matching issues
- Fixed slot validation issues
- Fixed mistake of overriding wrench fluid with wrench item icon
- Implemented wrench colorization and mode textures, Fixed layers overlapping
Wrench item layers had an issue with z-fighting for unknown reasons. Simple fix was applied that removed overlap in the layers. This should solve the problem but more research should be conducted to find the reason for z-fighting. Since in theory this should not happen as layers should merge down when backed... in theory.
- Worked on configs, Sub-category setup for content configs
- Added power usage to processing machines
- Added shift+click GUI support for processing machines
- Fixed machines failing on isEmptyContainer check
- Fixed has input check validating on air
- Fixed packet errors to better check if block is loaded
- Added dust recipe for JEI, Reworked centrifuge receipes
- Reworked chem extractor recipes, Moved stuff around
- Added cactus -> slime recipe in boiler
- Finished porting old boiler recipes
- Implemented JEI support for boiler, Reworked boiler recipe to use an object
- Started work on JEI support
- More recipe work, Added Actually additions support
- Worked on recipes, Added alternatives for most recipes
Some recipes have alternatives for IC2 and TF mods
- Created an backup item recipe ingredient
- Added command to get ore, nbt, and reg name of items
Will be used for recipes
- Fixed processing machines not filling containers
- Might have fixed random loot table spawning -1 values
- Fixed fluid and power cell not showing empty version in creative tab
- Fixed waila NPE access tanks on processing machines
- Implemented fluid and inventory cap support for processing machines
- Recipe logic changes
- Added old recipes
Will need to make new ones to match vanilla and other mods. As most of the components needed are missing due to no VE in 1.12.
- Implemented most of the annotation configs
Still need to hit up a few configs that are using the old system
- Cleaned up power code, Renamed a few power methods
- Implemented EU power handler methods
Not tested but look like they will work
- Updated credits
- Implemented FE and IC2 energy for turbine
IC2 energy will need more work, but should do its job for now. FE energy is fully implemented for the handler. However, the turbine uses a fake energy storage object and may need to be properly implemented for edge cases.
- Added IC2 api
- New fluid textures by sukar42
- Fixed reactor core not getting inventory updates
- Fixed NPE with steam funnel
- Fixed fluid cell textures
- Added forge bucket for dev mode
- Added blocks for fluids
- Fixed errors with recipes and thread
- Added model for steam funnel
- Implemented fluid cell render and capability
- Fixed gui call for items
- Fixed ore dict for uranium
- Fixes for texture warnings
- Fixed controller not seeing stacks above it
- Fixed machines not getting update ticks
- Fixed inserting rods into reactor
- Added reactor states
- Fixed machine rotation
- Added model renders for blocks
- Fixed colorization issue with text
- Added items for blocks
- Added renders for most items
Wrench will need more work
- Fixed missing orange tool localization
- Fixed crash with null fluid texture
- Fixed crash getting ore dict ingots
- Code compiles
- Worked on 1.12 port
- Updated build scripts for 1.12
- Starting on thermal grid system
Going to replace how the map data structure works with a linked list like system. In this system each heat source will store a map of effect values. Then add that to the map.
The idea behind this is to ensure each heat source tracks its change. As well to provide an easy way to store the in progress heat maps.
With this new system (which is no where close to completed) we should be able to better track data. Now only per source but also per location. As any block edits can then map directly to source. Resulting in an easy way to update the game state. Without having to do complex checks to see which heat source needs to thread again.
- Some docs and clean up on ThreadThermalAction
- Minor change to thermal pather to not reloop index out of range
- Setup redstone and toggle click to disable reactors via controller
- Added handling for controller + cell render and rod transfer logic
- Fixed controller crashing when generating list of cells
- Fixed controller cell count
- Added on/off texture state to boiler
- Updated reactor cell model
- Implemented new boilder model, Updated item renders
- Fixed #43
- Fixed extractor drum height not being centered
Got actual data from morton on position
- Added new extractor and centrifuge model by Morton
- Started work on reactor stack controller
Stack controller will allow getting and setting data on the stack of reactor cores. It will only work for y axis to create a design challenge. The plan is to have it link with a CPU block and sensors for better control.
- Moved core to its own package
- Fixed recipes no check for ore name in component check
- Added ore dictionary support for uranium ore
- Disabled armor damage for radiation
Armor has too low of HP for this to be good for gameplay
- Updated git # and log