Highly untested and may break world
Current release unspecified
- Create LICENSE
- Remove invalid old license info from readme
Didn't really apply and was copied from old repo
- Capitalize project name
- Fixed weird indents
- Improved interdiction matrix checks
- Let interdiction matrix skip dead entities so chat isn't spammed with death messages
- Never let interdiction matrix kill its owner
- Prevent invalid items being merged with inventories
- Fixed a crash when there are items other than identifications cards inside biometric identifiers
- Update mod name to match description
- Update mcmod.info
Corrected invalid JSON
- Changes for VE packet system
- Changed try-catch for BlockForceField#shouldSideBeRendered to fix #33
- Added builtbrokenscripts subdmodule
- Cleaned up and fix of MFFS configs
- Sync
- Hopefully fixed text formatting issue
- Update MFFSSettings.java
Added fortron cost to the Interdiction Matrix
- Delete MFFSSettings.java
- Add files via upload
Added energy cost to Interdiction Matrix
- update gradle scripts
- Toying with @Optional
- Worked on GUIs, Fixed some packet issues
- Worked on GUIs
- Updated GUIs for latest VE
- Started GUI rewrite, Destroyed old network code replacing it with VE version
- Changed GUI units from KL to L
- Debugged rendering, Temp disabled camo render due to crashing the game
- Fixed field blocks not decaying
- Worked on cleaning up code, Added notes for work needed
- More TODO stuff, will move this to google docs later :P
- Added TODO list for changes needed
Anyone is welcome to help implement the changes. Focus should be on recipe ports first and updating code.
- Worked on phasing out some old code, Temp removed rotation
Working on changing Vector3D to IPos3D
Removed rotation to simplify code. Will implement later as a simplified version that uses GUI settings rather than upgrade cards. As this will be easier for users and less confusing for implementation.
- Added some notes and renamed some fields
- Set per field block cost to .01 and creation to 1 fortron
- Work towards balancing power cost
- Fixed module inventory (ArrayIndex and empty slots array issue)
- Changed mod class to MFFS
Fixes stupid build servers not understanding character case changes.
- Added a change log
- Set version to 4.0.0, Updated Voltz Engine to 1.9.14, Fixed @Version inject tag, Fixed mod class name
Last 1.6.4 version was 3.6.3, to avoid confusion I've set it rather high
- Moved module inventory into a seperate object
Should improve implementation, will keep developing it out and phasing out the old implementation.
Goal is to get a super simple implementation that is ID based instead of class based. As well reduce number of calls and cache data to improve perfomrance.
- Fixed block ids being prefixed with 'Block'
- Worked on converting tiles to node framework
This will allow for easier maintaince of the mod in the future and reduce class count
- Added @Deprecated to things in API
Cleaning house basicly
- Moved classes around so I can find stuff
Easier to have everything related to one chunk of content in the same package
- Change package com.mffs to com.builtbroken.mffs
Changed to match standard
- Reworked configs, Reworked coercion deriver
Configs were a mess and most were not even implemented. Cleaned out unused configs, can re-add as there implemented.
Improved coercion deriver configs and implementation. Updated to use UE power with RF power wrapper. Cleaned up a lot of the code and documented what I could
- update VE version
- Updated file: gradle.properties
- Updated to latest VE
- Automation: Updated Voltz Version to 1.7.0
- update VE version
- update VE version
- Fixed packet handling for ItemCardID, Added slot to show what card is being edited, Created custom container for ItemCardID
- Added a lot of notes to interdiction matrix, Reworked card ID gui to be more user friendly, Added a rendered scroll bar, Removed inventory from GUI
- Fixed missing warning module check in interdiction matrix
- Changed interdiction matrix to piggy back forcefield bounds, Fixed interdiction matrix not running correctly, Changed interdiction matrix range checks to cube bounds, Changed Interdiction modules to accept all types of entities
- Fixed forcefield remove blocks without a disintegration module
- Mass reformat to match BBM's standards
- Corrected translation for up and down being inverted
- Changed to VE ID
- Update to VE 1.0.0
- add changelog task and