Highly untested and may break world
Current release unspecified
- Added built bat
- Implemented IC2 support on MultiTile
- Added IC2 support
Still needs more work but is a start
- Fixed #126
- Renamed packet handlers to match usage
This issue was spotted while working on AtomicScience. In which the handlers were named incorrectly causing order of register to be incorrect.
- Fixed #123 unable to place pressureplats on ex blocks
- Removed size scale on redmatter animation, Smoothed animation to be continious
Massive improvement on visuals for redmatter. First fix was removing size scale that caused a pulse that was painful too look at. After this animation time was increase from 200 to 4000, with a ramp up and down time. This time causes the beam count to increase and decrease over 3.3 mins. Creating a very smooth animation that when combined with the rotation changes looks very good.
Rotation change involves seperating out the time scale from rotation scale. It now rotations about 200 tick animation time. As well was changed from 90 degress to 360. This by itself results in a very smooth animation that is hard to notice changes.
- Renamed explosive block render to RenderExBlock
Should reduce confusion when looking for explosion render vs block render
- Changed projectile's ground check from material air to is air
Might improve handling a little
- Added runtime check to redmatter to prevent thread stall
Temp fix, the code will need to be rewritten to prevent the issue. As the redmatter when it has no blocks can run so long as to stall the game out. This doesn't actually cause the game to stop working. Rather it gives the impression of a freeze. In order to fix this a simple runtime check of less than 30ms was added. This should prevent complete game failure.
- Added kill blast to /icbm lag command
This will destroy the blast controller and thread. Was added as removing the entity was not always enough to solve the problem.
- Started work on sub commands, Added ~ support to blast
- Added second registry of command with name icbm
Only will register if ICBM 2 is not installed
- Re-added energy to large thread, Renamed some vars
- Documented missile code a little, Improve missile render position
- Fixed issues with breach blast, Added handling for entity rotation
- Added explosion start event to all blasts, Added detonate event to TNT explosions
- More adjustements to thread large explosion
- Slight improvement to large thread performance
- Added a check to run preExplode if it was never called
- Added more debug
- Fixed blast nuclear destroying itself early
- Fixed missing error output in ThreadExplosion
- Added debug setting for threads, Changed how thread marks as completed
This also includes a change to errors for no blocks found. From now on this error will only show when debug is enabled. As it can be completely normal for a thread to map no blocks.
- Code cleanup, Docs, and Fix for console spam
- Added scale option to blasts, Added blast chat command, Close #110
- Fixed #119 adding a config for sulfur drops and other loot drops
- Reworked thread creation and result tracking
Results are now store on the blast itself. This should improve handling but will need a lot more work.
- Small rework to how threads are handled, Added unload event to kill threads
- Fixes #120 crash in post explode for threads
- Fixed overlap between IInventory and IItemHandler
Seems both interfaces share the same method... but one will be changed into srg names on compile. This will cause crashes for mods trying to access the inventory.
To solve for this I removed the IItemHandler code from ExternalInventory. Then added a wrapper to go around the class to re-implement the support as a seperate object.
- Fixed sound reg json
- Fixed shift click for battery container, Fixed texture, Added temp custom textures
- Finished battery box render and GUI
- Worked on battery box
- Fixed json warnings
- Removed check for radioactive block
Will add a custom block eventually rather than taking the risk that the mod will find a usable block
- Re-added textures
- Temp remove to fix lowercase vs upcase not syncing
- Added sulfure to creeper loot table
- Fixed TileEMPTower triggering tile creation on world load
- Rewrote ICBM command
Fixed some issues including not working for console
Added back lag command
Temp removed EMP command, will replace with blast command
- Fixed multi-block breaking tiles it didn't own
Only happened in set rotations due to the double stucture break call (on player break, on break)
- Simplified EMP tower recipe so it will work
- Added loot table entries for crafting items
This will allow access to copper ingots mainly.
- Added render and texture for steel clump
Textures added are from Resonant Induction... yes I have permission to use them.
- Updated entity registration to use event and builder
Testing shows everything still works as expected. However, I did change over all the IDs for a cleaner impression. This will cause save issues but should be expected with an alpha mod.
- Lots of improvements to ICBM commands
- Fix static logger access
- Added recipe for tracker
- Increased wire recipe output from 12 to 18
- Fixed radar and remote recipe
- Added recipes for crafting items
- Added iron plate and steel clump
- Changed screen recipes
tier 2 now uses iron instead of steel
tier 3 now uses steel instead of gold, can gold wire instead of copper wire
- Added localizations english for crafting items
- Fixed #99
Ya almost all of these recipes were made while I was half asleep. This was expected to happen, hence why the releases are still marked as alpha.
- Added renders and texture for crafting items
Chips are by Morton
Wires are mine
Ingots are recolored vanilla iron
Plates are recolored VE sheet
- Should fix #98
- Added simple interaction to battery box
- Worked on battery box
- Finished battery
- Started on battery item
- Moved a few packages
- Started work on adding crafting items
Replaces missing items from VE
- Added title translations for emp and missile configs
- Radar gun recipe
- Added recipes for machines and tools
As well a few others, couldn't test most due to missing content
- Added AB Missile recipe
- Implemented explosive missiles types
Still need to implement special cases (e.g. cluster missiles) and vanilla overrides for missing items.
- Added recipe check if ore dictionary value exists
Not sure why forge doesn't have this already
- Fixed block recipes, still need one for EMP
- Worked on block ex recipes, only half work
Likely a few minor errors as I did this while half asleep.
- Added grenade recipes
- Added bombcart recipes
- Changed explosives to have a cart so long as a block existed
- Added notes that player can be null for tooltips on items
- Added antidote recipe
- Add button, plate, and reinforced glass recipes
- Added concrete recipes
- Fixed spike recipes
- Fixed missile GUI scale for tier 2 and 3
- Split missiles into seperate files per tier
- Fixed translation split for tooltips
- Fixed signal disrupter tool tip not showing non-functional state
- Fixed potential inf loop in TileMulti
- Fixed placement check
- Implemented placement check for launcher base
- More clean and docs on last
- Cleanup/Documented BlastChemical
- Fixed gas particle effect running with wrong time unit
Was running at 8 ticks rather than 100 ticks. This was due to mixup with params while rewriting the effect. In which the old code passed in distance (8) rathern than particle age (100).
- Implemented crude gas particle for chemical missiles
- Documented push/pull code
- Fixed repulsive and attactive not moving entities
Was an issue with the bounding box being invalid when created. Would not alwasy break but would break often near the bottom of the map.
- Fixed Anti-Missile not working in general
Fixed anti-missile expoding in silo when it had no target
Fixed anti-missile exploding any time it lost its target. It will now keep flying
Disabled explosion generated on impact of anti-missile. Felt unneeded and will be replaced by the item dropping if it failed to kill a target.
Fixed radar triggering on anti-missiles
Fixed anti-missiles killing each other
- Adjusted cluster spawn to alternate distance and randomize on target
Should give a less uniform distribution of the missiles. Making them feel more enjoyable for gameplay by not producing the same results each fire.
- Minor API change, Finished getting cluster missile working
Cluster missile now fires missiles correctly but will need more dev love later. Mainly to improve spawning to prevent glitching through walls. As well to improve graphics so spawning is not instant but time based. In which the missile should spawn from the core and move outwards before firing its engine.
Also with this I added a new flight mode called DEAD_AIM. Which should be used for missiles with no guidance at all. Additional to this I added code to set the flight path of the missile in a strait line based on a target point.
- Cluster missile works again
Math is not correct nor is the impact point. However, the spawned missiles do spread out and impact the ground. The issue is the launcher pad version is failing to spread. As well the hand held fire version is missing the target and arking up after being spawned.
- Worked on cluster (Completely broken)
Pushing code to save this point with the bug. That way I can come back to see how it works after fixing it.
- Reworked a few IMissile API calls to make more sense
API is poorly designed and will need a lot of love to get working.
- Renamed targetVector to targetPos
- Fixed some missiles types not firing in creative mode
- Removed missile explosion collider check from getCollider call
- Fixed creeper EMP effect placing fire
Need to rework the call to use the data manager later
- IDEA derp
Clicked build earlier and it said no errors -.-
- Added capability attachment for creeper and entity item
Basicily added the event call to attach the two objects to there respective entity. As well implemented any missing code required.
- Added emp cap for wrapping calls to EntityItem's ItemStack
- Added support for item inventories to EMP
- Implemented new energy system wrapper
- Created new wrapper handler for EnergySystem
Replaced old universal energy system. Has a much smaller foot print and should be easier to update.
- Removed old universal energy system
Will rewrite rather than update
- Reworked EMP to use capability, Added capabilities to replace some old usage, Moved missile class
New system will use capabilities for any and all edge cases save base usage and inventories.
- Replaced old EMP system with capability driven system
- Changed explosive.ex package to explosive.handlers package
- Cleaned up and depricated parts of API, Merged RE folder into API folder, Removed toPos() from IWorldPosition
Removed any unused API class in order to cleanup and understand what was needed.
Merged Resonant Engine API folder into ICBM API folder to reduce clutter.
Removed toLocation() and toPos() from IWorldPosition to reduce issues using API objects in other mods.
Starts on EMP events and working on cleaning up some functionality.
- Toyed around with redmatter render code
- Add more missile configs
- Removed unused GUI textures
- Removed unused textures (barbed wire & sentry base)
- Updated grenade textures by (Archadia aka Kroma)
- Changed launcher delay from 100 ticks to per tier (100, 80, 60)
- Fixed laser detonator not linking to screen
- Fixed state placement
- Fixed NPE when breaking multi tile
- Fixed render distance, Fixed #85
- Fixed missile scale
- Decreased launcher power need and added power configs
Configs will need translation keys added later
- Implemented config annotations
- Added config to disable power checks
- Added inventory handling for capabilities, Fixed multiblock crashing on world load
Crash was due to multi-block being created on TileEntity#onLoad(). Seems this is a bad idea to generate new tiles as it causes a concurent mod error. Which makes sense as the world is currently adding tiles.
- Added capability transfer for frame and base
Will try to get capabilities from frame to base, and from base to screen. This allows power transfer and inventory support when added.
- Added early coded to handle capabilities for the multiblock
- Added checks to kill multiblock if no host
- Enabled multi-blocks, Fixed a few minor issues
- fix gradle scripts and add .okhttpcache/ to .gitignore
- Switch out getFront() with getDirectionVec() for Pos(EnumFacing)
- remove VE Dependency from build.gradle, Update scripts to new format
- Version 3.0.0
- Fixed #90 missing server proxy
Minor issue, neglected to update the proxy data when I removed the server proxy class
- Removed hard dep on coding lib
- More boiling down work
- Moved VE packages into ICBM, Boiled away more unused code
- Removed IPosWorld usage
Tired of having two versions
- Fixed GUI translation keys
- Fixed rotation of tier 2 launcher
- Added tier 2 & 3 screen model, Fixed tier 2 launcher item rotation
- Added spike recipes
- Fixed tiering data, Implemented support frame item render
- Implemented screen item render, Started on support frame item render
- Fixed config crash for exothermic
- Extract inner classs out of BlockICBM to make code cleaner
- Fixed localizations
- Tier 2 & 3 launcher base models plus item render
- Started working on launcher item renders
- Implemented item render for radar station
- Fixed server side crash due to loading model domain on wrong side
- Sync
- Removed dep OC check
- Temp removed version injection for VE
Somethings wrong and I don't have time to toy with it. For the moment it will be disabled until a time it can be fixed.
- Should fix VE maven path
- Changed version # to include MC #
This should improve traceablity between versions and reduce overlap.