Highly untested and may break world
Current release unspecified
- mod compiles \o/
- Updated AT
- initial gradle update to 1.12.2
- Implemented item render for emp tower
Need to figure out a way to reuse the .obj model for the block render as well. As at the moment I'm unsure how to animate a .obj without hard coding values. Since once its hard coded resource packs will not work with different models.
- Small change to get entity method
- Updated to 1.12.2
- Fixed states not updating for launcher, Attempted to fix missile render distance
- Fixed energy save/load being inverted
- Rewrote how the packet system works
- Started updating launch screen
- Fixed render of missile on launcher, Fixed missile seat spawning with no missile, Fixed missing missile save/load code
- Implemented launcher base, Recreated item render to fix rng break missile render
- Implemented launcher frame
- Fixed rocket launcher firing every missile in player inventory
- Implemented radar station
- Worked on machines, Fixed emp tower not updating, Fixed emp tower animation, Implemented packet handling
- Added updated tier 3 and 4 missile renders
- Updated tier 2 missile models and textures
- Missile renders, Transform fixes for items, Implemented emp tower
- Implemented updated tier 1 missile models, Fixed gui render of missile
- Updated translations and fixed tab for radar gun
- Fixed anvil missile model, Fixed ground entity render
- Cleared old broken missile models, Reorganized missile textures by tier
- Managed to get missiles rendering
- Fixed model and texture for RPG
UVs got flipped over the h line somehow. Not sure if this was a result of the converter program, or something in the render code.
- Removed unused model textures
- Fixed rotation and position for launcher
- Working on rocket launcher render, Fixed most render positions
- Implemented most missile items and renders for items
Still working on rpg and missiles
- Enabled a few items and added renders, Fixed items consuming in creative mode
- Added renders for bomb carts
- Filtered ex blocks to correct missing model spam
- Fixed tier check for grenade and carts
- Fixed breaching being wrong tier
- Implemented renders
- Added minecart render
- Added grenade render
- Converted .tcn to .obj models
- Removed unused assets
- Implemented light beam render
- Fixed wrong snow block being used in exo
- Implemented anvil render
- Implemented fragment render
- Toy around with and fix redmatter render
- Moved client proxy to client package, Implemented ex block entity render
- Fixed percision error breaking thread large explosion
caused by switching to block pos prematurally without checking if it would cause rounding problems.
- Fixed snow layer crash
- Fixed antimatter
- Fixed a few issues with explosives
- Implemented block renders for explosive block
- Updated reinforced glass
- Updated concrete block
- Fixed collision box on spikes
- Spike block works
- Both glass blocks are done
Though I need to do a second pass to improve the item renders. As there impossible to see and will impact usability.
- Got pressure plate to render in world
- Mod runs, started on pressure plate
Going to get one block working at a time
- IT COMPILES FOR 1.12
- More work on machines
- Almost done porting code to 1.12
- More error cleanup
- Cleared all syntex errors from blast code
- More work on 1.12 update
- Worked on rewriting launcher base
- Added missing API, Restored missing usage of API
- More work, Update item registry calls, Items are mostly compile error free
- Rewrote most of missile coordinator
- Half through items
- Updated dispenser code
- More compile error fixing for 1.12, Added sound enum & registry
- Temp removed waila support, Cleared errors in potions
- Created most of the compile errors from the ex code
- More error cleanup, Most of entities are compile error free, Rewrote thread to include blast instance
Blast instance is needed due to resistance methods asking for an explosive object.
- Some work clear errors
Lost most of it due to corruption :/
- Started on 1.12 port
- Sync
- Moved delay spawn object to VE
- 2.16.3
- Reworked configs, Fixed settings not generating
Old config files will no longer work but honestly only settings there were generating were crafting checks.
- Fixed render states for launcher frame and base
- Fixed cammo block render position in iventory
- Updated lang file from Breadabix via Discord
- More work on redmatter ore
- Fixed bounding box for redmatter being empty
- Increased flying block life timer on ground to 2 seconds from 1
- Added a speed limit to explosive entities
Limit is now 0.5m/t which is boring but prevents problems -.-
- Tweaked redmatter to improve handling
- Worked on redmatter render, Added joke ore block that spawns redmatter when broken
Redmatter ore suggested by gizmocodes#3750 on Discord
- Not sure why this was in the wrong folder
- Increased redmatter gravity from 0.015 to 0.02, Increase size from 35 to 70, Uncommented disk render
Needs more work as fluid blocks are still an issue. As well disk render is not spot on, having issues with alpha and odd octogon edges.
- Fixed Exothermic stackoverflow crash caused by fire blocks being placed incorrect
Will not fix existing worlds hit by the issue. Only way to correct that is to add a mod to disable fire tick or world edit the region.
- 2.16.2
- Fixed missile riding from main launcher
- Worked on missile riding
- Reduced spawn count for Nightmare missile, Implemented explosive bats
- Added waila handling for launcher
- Added waila support for camo block
- Fixed logging for placing explosives
- Fixed energy cost for tiles
- Removed unused classes, Fixed spelling error for antimatter particle
- Fixed condensed using wrong damage, Renamed power to entityDamage, Documented blast TNT and added notes for work needed
- Renamed method to fuse time
- Fixed button hardness
- ru_RU (normal translate)
Please add Cyrillic(Rus characters) support
I translated and you add support
Thank you for attention
P.S. 85% correct translation
- Worked on nightmare missile
Not scary, yet
- update VE version
- Updated file: gradle.properties
- Set correct VE version #
- Sync
- Updates scripts and version #s
- Fixed #67
I blame @calcalvia for this one
- Changed to VE for Project A
- Added custom damage type for redmatter
This should bypass armor but will need more work down the road.
- Reduced redmatter entity damage from ~100M to 2K
This is to fix issues with other mods that try to reduce and neglect the damage. In which the high damage would result in overflows, underflows, bugs, crashes, and odd behavior. This is a temp fix as a better fix would be to change the damage type and add logic to bypass armor.
- Automation: Updated Voltz Version to 1.7.0
- Renamed blast repulsive to tnt, Recoded breach blast to work correctly
- Fixed redmatter locking up when it has no blocks to remove but has been set dead
- Fixed fluid handling for redmatter
- Fixed #52 hyper sonic ignoring hardness values when breaking blocks
- Added transfer of right click to launcher screen from launcher frame
- Fixed #50, Fixed radar GUI not working, Fixed radar packet handling, Re-add redstone to radar
- Fixed T3 launcher support frame crashing when calculating random miss location
- Fixed cammo not support metadata, Fixed cammo loading air block causing render to fail
- Change to allow power to flow through frame to screen
- Fixed #59
- Removed RF code, neglected to notice machine prefab in VE contained RF code
- [Untested] Recoded machine prefab to use UE energy and to convert RF to UE
- Fixed explosive block dropping while in creative mode
- Removed unused model, Fixed #57 s-mine not rendering
- update VE version
- Changes for api and projectile prefabs
- update VE version
- API change
- update VE version
- Changed to VE ID
- Import changes
- Update to VE 1.0.0
- Removed particle effects from flying block to fix #48
- Sync
- Moved resonant interfaces to VE
- update changelog