Highly untested and may break world
Current release unspecified
- Added IC2 power support
- Implemented configs to change texture used by camo block inside
- Added error checks for BlockWarpper
Should fix crashes when non-standard blocks are placed into camo blocks.
Fixes Thermal Expansion crash were TE machines could be placed into the cammo block but would fail to do unsafe checks inside TE code.
- Clean up of inaccuracy code for launcher
- Moved test app over to its own repo
- Implemented new equations in missile and renamed several fields
- Improved flight path GUI to better control constants and display paths
Several paths can now be displayed, adding one after another. A button was added to clear display and fields added to control scale of the display. Additional to this was several new fields to control the variables of the equation.
- Implemented Graugger's equation correctly
Works with only minor rounding error. Anything bellow 4 has a noticable almost 1m error. 1m doesn't work at all.
- Fixed equation in test to match max heigh with actual height
Graugger solved this, no clue how
- Improved plot and path GUI
- Moved math test app to app folder, Improved GUI
Added a calculate button and distance field. This should allow the app to more easily be used. However, it still needs more data add to the GUI to be fully usable.
- Worked on documenting missile flight path math, Added app to visualize F(t) for missile path
- gradle now builds
- add grgit to fix build errors
- Added en_UD.lang
- Started work on implementing @Optional for power APIs
- Fixed emp missile dropping itself
Basicly free items :P
- 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