This log contains changes made to the project. Each entry contains changed made after the last version but before the number was changed. Any changes made after a number change are considered part of the next release. This is regardless if versions are still being released with that version number attached.
If this is a problem, use exact build numbers to track changes. As each build logs the git-hash it was created from to better understand changes made.
Neglected to keep a good log/update version numbers so we are merging all changes between 3.1.1 and up into this one area.
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Added: Thermal sensor
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Added: Colored hazmat suit
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Added: JEI support for hazmat suit basic dyes
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Added: particle accelerator tube (not finished)
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Added: Power magnet for accelerator
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Added: test block for accelerator cannon
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Changed: Reactor Core to only show rod visually when inserted and not always.
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Fixed: Reactor rod not shutting off in some cases
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Fixed: Crash due to scala import
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Fixed: Crash for add info
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Fixed: Issues with rod contueing to work after fully used
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Improved: Inventory handling for reactor cores
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Improved: Threading and performance
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Updated: textures for some items and blocks
- Changed: License to MIT to allow a stronger open source ecosystem for the mod
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Added: Uranium 234 (will act as a waste product for the time being)
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Improved: Radiation distance falloff equation to run in constant time. Should result in massive improvement in runtime of radiation thread.
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Improved: Tooltips
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Fixed: Fuel rod tooltip saying "Format Error:" in place of "Fuel:"
- Added: Ore dictionary values for U234 (pelletUranium234), U235(pelletUranium235), U238 (pelletUranium238)
- Added: capability for radiation
- Added: capability for heat
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Added: Radiation data for several vanilla materials and blocks
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Added: Thermal data for several vanilla materials and blocks
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Added: Redstone can connect support to reactor controller
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Fixed: More issues with data sources (reactor) not clear nodes when disabled
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Added: Capability for radiation resistance
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Added: Regitry for block, block state, and materials for radiation resistance
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Added: Callback for thread complete to DataChange object
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Added: Callbask for thread complete to data source
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Added: State save method to data source to track changes via NBT
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Added: method to check for if the data source has changed to trigger thread update
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Changed: Sources no longer manually trigger thread updates. This is now done by an update loop in the server tick event.
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Changed: All sources to be tracked by a single object.
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Changed: Sources to only be removed when dead
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Changed: Sources to remove data from map when invalid but not clear data
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Ported: mod to 1.12 version of Minecraft reworking much of the code, recipes, etc
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Fixed: Many issues with port and some that existed before porting
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Fixed: rad overlay showing in F3 menu
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Fixed: Double slot render issues
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Fixed: Colorization issue with slots
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Fixed: Texture bleed over issues with GUI elements
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Fixed: Some issues with thermal and radiation grid not updating
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Fixed: Radiation source not being centered
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Fixed: Many issues with processing recipes
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Fixed: Ore-dictionary issues for Uranium Ore
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Replaced: Interger based thermal/radiation system with Node based system
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Replaced: Iron plate with steel plate in recipes
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Reworked: Thermal systems to use capability system for tiles
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Reworked: Radiation systems to use capability system for tiles
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Reworked: Thermal, Radiation, and Radioactive material data to use nodes
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Reworked: Thermal, Radiation, and Radioactive material systems to use the same node map
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Added: Industrialcraft 2 support
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Added: Buildcraft support
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Added: JEI support for recipes
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Added: cacti -> slime recipe in extractor
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Added: Shift click support to processing machines
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Added: new fluid textures by sukar42
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Added: Start of system radiation protect for any armor
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Added: in-game configs to most configs
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Added: config to disable radiation overlay
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Added: Recipe support for IC2 and ThermalExpansion
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Added: Reactor Pipe rod -> redirects inventroy connections
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Added: Reactor Pipe rod inventory -> single slot, 1 stack size hopper
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Added: Spent rods to creative tab for testing of recipes & logic
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Added: Bucket insertion support to processing machines
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Added: Inventory insertion support to processing machines for most items
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Added: Power usage to processing machines
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Implemented: Fully new models for machines by Morton
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Implemented: Forge Energy support in place of RF/UE support
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Implemented: Inventory ejection for reactor for spent rods
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Implemented: Inventory redirect for reactor stack controller
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Implemented: Basic functionality for controller
- Added: Debug hot keys to test UIs
- Added: Timer object to make implementing machines easier
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Fixed: Crash generating list of reactors for controller
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Fixed: Pathing of thermal system going outside of range
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Added: Cell render handling for controller
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Implemented: New Models for all machines by Morton
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Added: fill + drain checks for centrifuge & extractor
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Added: potion effects for radiation exposure
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Added: Reset of radiation map every 5 mins to fix bad data (temp fix)
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Added: blocks for fluids
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Added: radiation cut off lower limit, sets radiation to zero when under values
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Added: early version of ISBR model render for steam funnel
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Reworked: radiation pathfinder and calculations.
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Changed: wrench shift check to use GuiScreen.isShiftKeyDown() to midigate possible crashes
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Changed: reator recipe to use fluid cell instead of powered cell
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Changed: water radiation negation from 10% to 15% by default
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Changed: radiation pathing to have a flat reduction when radiation falls below a limit flat limit = (reduction * 1000) Ex: water -> 0.15 0.15 * 1000 = 150mili-rem
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Implemented: raytracing for radiation (allows blocking radiation from reactors with walls)
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Fixed: radiation adding in creative mode
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Fixed: radiation values not being the same on all sides of a sources
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Fixed: radiation values not pathing correctly
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Fixed: radiation not decaying through walls correctly
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Fixed: radiation not calculating from center of sources
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Fixed: radiation not calculating to center of blocks
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Fixed: rounding errors in radiation math
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Fixed: missing fluid textures
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Added: Slot validation for centrifuge
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Added: Slot validation for extractor
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Added: Fluid wrench support to centrifuge
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Added: Fluid wrench support to extractor
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Added: death mechanic for radiation, entities will take radiation damage until dead.
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Changed: Radiation death point from 1000 to 10000
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Fixed: Slot validation for boiler
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Fixed: ThermalExpansion recipes loading without the mod
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Fixed: Map data clearing on player death (caused by game unloading chunks while moving the player)
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Added: Wrench color orange
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Added: Orange color for energy slots
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Added: insert limits to boiler slots
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Added: colors to all processing slots
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Added: tooltips for all processing slots
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Added: wrench recipe
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Added: thermal expansion compatibiliy recipes
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Added: config to disable base recipes
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Changed: slot types for processing machines to match expected input
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Fixed: processing machine models being slightly in the ground causing z-fighting
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Fixed: NEI showing 16 turbines
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Added: Orange to WrenchColor enum for output slots
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Added: ISlotToolTip
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Added: handling for ISlotToolTip to auto add tooltips to GUI from slots
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Added: override to disable base recipes
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Added: override to disable repacement items for recipes
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Added: helper methods for getting recipe items
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Added: Configs for content & features
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Added: Settings to disable radiation system
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Added: ISidedInventory support (hopper and pipe support) for reactor cores
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Added: Mechanic to move lowest time rod to bottom of reactor stack
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Added: Damage display to fuel rods
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Added: Display info to fuel rods
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Added: particles to show machines runing
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Added: particles to show when machine finishes a recipe
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Added: particles to show when reactor is running
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Added: Gui edge colors to tanks and slots
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Added: wrench (adjustor) with: Modes: Rotation, items, fluids, redstone Colors: green, yellow, red, blue, purple
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Added: tooltip for tanks
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Improved: handling of entity item radiation tracking
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Fixed: GUI localizations
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Fixed: NPE when checking if can output fluids from processing machines
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Fixed: Fuel rods being usable beyond time limit (timer going negative)
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Fixed: Inventory stack size on reactor core (now 1, instead of 64)
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Fixed: Fluid cells not emptying into processing machines
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Fixed: Boiler recipe consuming 1mb waste instead of 1000mb
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Added: check if a fluid or itemstack was supported by a recipe
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Added: call backs to recipe to allow items and fluids into processing machines
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Renamed: tank fields to reduce confusion
Full rewrite not based on the code from 1.6.4, 1.5.2, or Resonant Induction versions
Following is a list of content created for the version. As this is an initial release of the rewrite. Which does not include all content as the focus was on a minimum viable product.
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thermal system -> stores heat values
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thermal mechanics -> spreads heat via a thread
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radioactive material map -> stores radioactive material values
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radiation map -> stores radiation values
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radiation mechanics -> calculates radiation from sources
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radiation damage -> harms entities from radiation
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Waste recovery mechanics -> all processing machines generate waste
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Contaminated Mineral Solution -> Byproduct of ore processing
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Contaminated Mineral Water -> Byproduct of hexafluoride processing
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Contaminated Water -> Byproduct of processing waste and output of reactor
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Reactor Waste -> Replaces toxic waste from old mod. Also output of reactor
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Toxic Mineral Waste -> byproduct of reducing toxic fluids into a solid. Contains some minerals as dust and can be refined into dust
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Toxic Waste -> byproduct of reducing toxic fluids into a solid
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Dust loot table -> used in the extractor for for Toxic Mineral Waste processing.
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Recipe objects -> all processing machines support adding new recipes
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Configs -> mod is heavily customizable with most options being exposed.
- Protective armor
- Fission reactor core
- Extractor + recipes
- Boiler + recipes
- Centrifuge + recipes
- Fuel rod
- Breeder Rod
- U235 Pellet
- U238 Pellet
- Heat probe
- Fluid Cells
- Yellocake
- Uranium Ore
- Turbines
- Steam Funnel
- Old heat system -> used too much CPU
- Old events -> used too much CPU
- Potion effects -> didn't allow for good gameplay and potion IDs are limited
- Reactor explosion -> will be replaced by a meltdown event and hydrogen explosions
- Dependency on large lib -> mod is standalone to improve user experience
- Localizations -> part of rewrite, can't tell if they are valid
- All models and textures are from the old mod.
- Models have been updated as .obj from .techne
- A few textures have been fixed
- Some textures have been added
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No old code is being used beyond a few interfaces from VoltzEngine (previously ResonantEngine which the mod used)
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All processing recipes produce waste
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Heat is no longer actively released from reactor. Being replace with a more static system that calculated heat, spreads, and then cached heat to reduce CPU usage.
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Radiation is no longer a potion effect. It is now handled via its own system.
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Radioactive blocks are no longer used. Radioactive material can now be applied to all blocks, items, and entities.
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Steam is no longer generated by events. Instead it is calculated based on thermal system.
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Turbines and steam funnel no longer use events to get steam. Values are calculated and cached based on map data.
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Fluid cells are no longer simple items. Any cell that used a fluid is now a fluid container. This allows any fluid to be stored.
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Dark-matter was replaced with strange matter. This was the original name of the item and matched better with current science understanding.
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Antimatter & Strange matter are now fluids. Both can be stored but are limited to powered fluid cells.
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Turbines will create a new tile per power system. This is to reduce complexity required to support several power systems on a single class.