- Fixed disconnecting fluid tank blocks not updating their window placement correctly
- Fixed Fluid tanks not updating fluid capabilities correctly
- Fixed Fluid pipes not reacting to modified fluid tanks in specific arrangements
- Fixed Fluid pipes not reacting to boiler shape updates
- Fixed Shafts turning into powered shafts when not directly targeted by any engine
- Fixed lighting and uv incosistency on windowed fluid pipes
- Fixed z-fighting on fluid pipe models
- Fixed placement of rims and nozzles on different pipe types
- Adjusted some of the copper related models to work better with modular rim attachments
- Hose pulley now scans adjacent fluid columns for sources
- Andesite alloy is now tagged #forge:ingots
- Re-adjusted a bunch of recipes for survival mode
- Fixed diagonal slope tracks allowing a very glitchy bezier connection
- Adjusted power output of passive steam engines
- Streamlined a number of existing recipe paths
- Added recipes for new items and blocks
- Creating bogeys in survival mode now requires railway casing
- Trackgraphs and trains now properly differentiate between the dimensions they are located in
- Tracks placed next to a nether portal will attempt to connect to a second track piece in the nether
- Trains now play a sound sequence based on attached blocks when arriving at a station after travelling for some time
- Trains can now be stalled by movement behaviours of mounted blocks
- Fixed bells constantly activating when mounted to a train
- Max train length is now configurable and substantially longer
- Refactor the ArmInteractionPoint system
- ArmInteractionPointTypes are now used instead of instances
- Point types can now have a priority that determines the primary type
at a certain location
- Points can now deserialize arbitrary data
- Points' cached BlockState is now updated before it is used
- Points now store the Level directly
- Default types are now registered in AllArmInteractionPointTypes
- Add point types for campfires and respawn anchors
- Fix arms being able to insert any item into composters
- Delete unused flag models and texture
- Make all BehaviorType instances final
- Encased fans can no longer provide stress capacity as generators
- Removed the Furnace Engine
- Added Kryppers' new Flywheel model
- Fixed inverted stress capacity labels in tooltips
- Removed speed requirements from tooltips
- Fixed belt tickers not properly being removed when parts of the belts are destroyed
- Fixed train relocation not working
- Train relocation now works on selected beziers
- Fixed trains with driverless backward controls not navigating forward
- Fixed trains not properly stopped by dead ends
- Fixed tracks not separating edges meeting at 45 degrees
- Assembly screen now shows whether any drives are present on the train
- Track placement and pavement now checks and consumes inventory items in survival mode
- Signals and Stations can no longer share a location on a track
- Multiple stations can no longer share a location on a track
- Signals and Stations now render their overlay during the track selection process
- Train Navigation can no longer approach or pass through stations currently in assembly mode
- Station screen now displays whether trains can be (dis-)assembled
- Bezier turn segments between tracks can now be hovered as if they were blocks
- Bezier turns can now be destroyed by breaking any of their segments
- Signals and Stations can now be pointed to anywhere on a track, not only to physical blocks
- Added a basic collision shape for straight tracks
- Schedules now display stops in their tooltip
- Schedules can now be given a name through one of their instructions
- Fixed Display boards rendering cogs on the wrong axis
- Cats and Wolves will now sit down properly on seats
- Adjusted some vertical offsets for seated passengers
- Driver entities will now wear a hat when their train is given a schedule
- Updated bogey assets
- Schedules are now consumed and returned when added/removed from Trains
- Added a schedule retrieval option to the Stations' UI
- Schedule items now keep track of their 'progress', which can be modified to skip stations
- Fixed crash when displaying station summary on a tiny display
- Fixed display boards breaking each other when blocks are added after providing rotational force
- Added placement assist for Display Boards
- Stations can now be given a Schedule via funnels/hoppers, which will apply a copy to its train
- Added the Display Board
- Added the Data Gatherer
- Nixie Tubes no longer animate text from "dynamic" vanilla text components
- Trains now keep travel time statistics for prediction purposes
- Created "Data-target" behaviour for Signs, Display Boards, Lecterns and Nixie Tubes
- Created "Data-source" behaviour for Train Stations, Clocks, Nixie Tubes, Content Observers, Stockpile Switches, Respawn Anchors, Depots, Belts, Belt Tunnels and Command Blocks
- Fix ColorAttribute not showing color name
- Refactor some code related to SpeedLevel
- Improve goggles predicate API
- Make ToolboxInventory use Item#canFitInsideContainerItems
- Prevent toolbox items from being placed inside of shulker boxes
- Fix shadow steel always converting below y=0 instead of the min build
height
- Fix glowing shader for 1.18.2
- Optimize and compress tag code
- Convert MovementBehaviour to interface
- Remove manual refmap remapping as it is no longer necessary
- Update Gradle
- Added a new signal mode for easier junction & platform management
- Fixed crash during trains' tick after a collision
- Fixed Trains trying to avoid their own carriages in navigation
- Fixed Trains trying to avoid their own station in navigation
- Fixed Trains triggering signals behind their targeted station
- Fixed Trains reversing mid-travel when path cost behind them is lower
- Wait time at signals now affects the tick order of Trains
- Trains no longer change destination when they are close to arriving at their initial choice
- Fixed crashed trains no longer keeping signal blocks occupied
- Fixed crash when a trains' path update is unable to find the original destination
- Improved precision of trains arriving at signals/stations
- Trains now get saved to disk
- Trains now sync raw position data to clients while in the derailed state
- Trains can no longer be relocated into another train
- Train relocation now shows indicators
- Fixed single-bogey carriages not sending enough position context when derailed
- Fixed some of the kinetic item models not using the updated cogwheel uvs
- Fixed inconsistent uv scaling on belt tunnel assets
- Removed one of the textured seams visible on tunnel sides
- Update Flywheel and add support for unshaded quads
- Fix models marking shafts and other parts as unshaded
- Refactor SchematicRenderer buffer building
- Improve block entity render bounding box caching
- Fix#2785
- Added Signals
- Nixie tubes no longer have a base plate
- Nixie tubes can now mount to walls
- Nixie tubes display signal info when mounted to a signal box
- Train speeds are now configurable
- More Jank patrol
- Track debug now on 'H' & 'J'
- Fix sequenced assembly scene in newer JEI versions; Fix#2779
- Fix inconsistent JEI fan scenes; Fix#2748
- Fix glowing RenderTypes not respecting lightmap values
- Girders can now connect to brackets vertically
- Fixed girders not updating connections when built with placement assist
- Tracks now actively update girder shapes placed beneath the ties
- Fixed bezier girder texture inconsistencies to the block models
- Fixed flywheel rendered tracks creating headless instances
- Fixed track not removing its tileentity properly when changing to basic state
- Fixed track rendering not using the correct normals for diffuse
- Fixed tracks not rendering in schematic previews
- Tracks now transform correctly in schematics
- Fixed tracks not validating for target track after placement via schematic
- Tracks can now merge TE data when placed into each other via schematic
- Fixed junctions not working correctly with graph building
- Added track junctions
- Girder block pillars now connect textures
- Girders now render a panel towards connected solid blocks and chutes
- Shafts can now be encased with girders
- Added placement assist for girders
- Reverse steering is no longer inverted
- Fixed previous passengers not being removed from seat when player uses it
- Trains with two mounted controls/conductors can now pathfind backwards out of a station
- Fixed auto-approach not working properly while reversing or controlling a dual powered train the opposite direction
- Fixed icon display order and disassembly location of reversed trains in a station
- Fixed inaccurate train length()
- Blaze burners can now drive a train
- Non player train drivers are now required to sit in front of a controls block
- Schedule now interrupts when no conductors are found
- Fixed reversing trains not iterating carriages in the correct direction
- Trains can now travel backwards through the graph
- Controls are now a requirement for assembly
- Double-endedness now depends on two opposite controls blocks anywhere on the train
- Players can now manually control trains via a mounted controls block
- Trains no longer disappear when a new train is created
- Trains now crash into other trains
- Fixed navigation complaining when schedule starts at current station
- Fixed contraption interaction not iterating all potential colliders
- Hovering tooltip for derailed trains
- Trains can now be relocated using a wrench
- Cannot send train off while still in assembly mode
- Missing shafts in bogey render
- Moving to Lang keys
- Fix diagonal bends using weird constraints
- Cannot assemble tracks and stations on contraptions
- Track placement now helpful with 45° slope tracks
- Stations on Diagonal tracks can now be navigated to
- Stations no longer crash when target track missing
- Reduced Trackpropagator network traffic
- Stations now migrate to newly created trackgraphs/edges when network changes
- Stations now distribute properly to trackgraph segments that got split apart
- Client thread no longer creates stations
This commit fixes issues with inconsistent capitalization in advancement
names and descriptions. It also fixes miscellaneous other minor typos
and inconsistencies.
- Fix lit soul blaze burner providing smoking instead of haunting
- Fix horses displaying soul particles even when not being haunted
- Add hauntable item attribute
- Re-add right clicking lit blaze burner with shovel to extinguish it
- Move most fan type functionality to abstract methods in the enum
constant
- Rework FurnaceEngineModifiers
- true to false for Pepper
- IBufferedModel -> BufferedModel
- VertexFormat -> BufferLayout
- Use ImmutableList in BufferLayout
- LayoutItem naming consistency
- Try to reduce usage of raw BufferLayouts
- Move vertex interfaces to api package
- #createWriter and #createReader in VertexType
- Some documentation
- Double chests no longer split when moved on a contraption
- Changed the way contraption storage interacts with known multi-block item storage (band-aid solution)
- Changed a few blocks' sound types
- Fixed in-world icons not rendering
- Added Ponder Scenes for the Item Vault
- Added crafting recipe for Item Vaults
- Changed crafting recipe for Fluid Tanks
- Fixed ponder tracking items in inactive inventory screens
- Removed unreachable Advancements
- Fixed TileEntities in Ponder not receiving blockstate changes
- Fixed Ponder selection rendering offset
- Re-introduced the depth-sorting hack for PonderUI
- Editing mode is now a Config Option
- Fixed Non-Container Screens no longer closing on "E"
- Added tooltip for Experience Nuggets
- Fixed Schematic Prompt no longer starting auto-focused on the text field
- Pulse Extenders now actually extend the pulse, rather than emitting for a fixed time
- Updated Ponder Scenes for the repeaters
- Picking encased kinetic blocks no longer returns a creative-only item
- Added a Ponder Scene with encased cogwheels
- Implemented change of top & bottom texture for copper roof blocks
- Mechanical Belts no longer have a Stress Impact
- Stairs and Slabs variants of blocks no longer use plural in their name
- "Polished" stone type variant now uses the prefix Polished Cut
- "Bricks" stone type variant now uses the prefix Cut
- Added more recipes for stone types and copper blocks for convenience
- Reverted re-texture of crushed copper ore
- Added waxed copper recipes for deploying
- Match Create's copper block variants with vanilla's copper block
variants
- Add CopperBlockSet and CopperRegistries
- Remove copper plating block and OxidizableBlock
- Add remaps for copper ore and copper block and organize RemapHelper
- Fix belt funnel model names
- Bump required Forge version to 37.1.0
- Organize imports
- Added crushing recipes for raw ore blocks
- Layered mineral deposits are slightly more likely to spawn
- Zinc ore is slightly less likely to spawn
- Added layered deposits with Scorchia
- Fixed tuff pillars texture size
- Modified recipe for the Wand of Symmetry
- Added the Experience Nugget
- Item Vaults are now Immune to regular explosion damage
- Encased Shafts and Cogwheels no longer appear on creative tabs
- Fixed gantry carriage model uvs
- Fixed Palette blocks & Item Vault not easily mineable using a pickaxe
- Fixed ponder crash when a non-ticking tile is shown
- Fixed cube particle interpolation and quads
- Fixed sawblades rendering with wrong rotations
- Items shown on JEI's Washing tab are now centred
- Introduced a new set of Ore Processing recipes
- Moved Portable Storage Interface to andesite tier
- Removed the Adjustable Crate
- Creative Crates can no longer span multiple blocks
- "Chromatic" items no longer appear on creative tabs
- Ejectors now emit comparator signals relative to their max accepted stack size
- Fixed combined slots in the toolbox menu not acting correctly
- Fixed background of the advancement tab
- Removed Gabbro, Dolomite, Weathered Limestone
- Added Crimsite, Asurine, Veridium, Ochrum
- Added and Removed palette blocks for Andesite, Diorite, Granite, Tuff, Deepslate, Dripstone, Calcite, Limestone, Scoria and Dark Scoria
- Custom stone types now generate as layers instead of ores
(Work in Progress)
- Add sanding sounds
- Allow sandpaper to polish vanilla copper
- Spawn particles when polishing Create copper blocks
- Make Create copper blocks inherit properties from copper block instead
of iron block
- Fix empty blaze burner not lighting with flint and steel
- Removed the pulse repeater
- Removed the adjustable repeater
- Adjustable Pulse Repeater -> Pulse Repeater
- Added the Pulse Extender
- Latches now play a sound when flipped manually
- ponder todo
- Added item description for the toolbox
- Fixed Smart Pipes not able to be picked up with Wrench
- Fluid Pipes no longer have to be straight in order to be 'wrenched' into a strictly straight windowed pipe
- Stockpile Switches can now be used with Fluid Tanks
- Content Observers can now be used with Fluid Containers and Fluid Pipes
- Fixed Pumps not updating pressure when reversed
- Remove NbtPacket and add safe packets for configuring symmetry wand
and worldshaper separately
- Expand internal functionality of AllTags and use optional tags in most
cases
- Datagen tags forge:stone, forge:wg_stone, and forge:buckets/honey
- Fix attribute filter screen being shifted by one pixel
- Add translations for "fluid_container" and "renamed" item attributes
- Toolboxes keep nbt on pickup
- Toolbox radial menu supports mouse wheel
- Added Dispose-all buttons
- Synced slots detach when moving stacks back into the toolbox
- Fixed missing data on client on login
- Reorganize everything
- Isolate SourceFile related things
- Should consider decoupling ShaderLoader from resource loading
- Document a lot of newer things
- Index functions
- Awkward WorldContext builder
- Template responsible for providing shader inputs
- Template is now an abstract class
- Template provides GLSL version
- ProgramSpecs now only accept one file
- Redo shader loading
- Now loads an immutable SourceFile containing some metadata
- Replace legacy compilation pipeline with improved new one using new api
- Builtins are defined in one file, now "header"
- New ErrorReporter/ErrorBuilder methods
- Fancier shader loading errors
- Buffered models directly consume IModels
- Document IModel more
- Move contraption world render spoofing to flywheel
- Miscellaneous new RenderMaths
- Added WorldModel, renders many blocks given a world instance
- Fix broken transparency on contraptions when using Flywheel
- Add full support for custom namespaces in ponder
- Make ponder files use Minecraft's resource system
- Allow easily registering and generating ponder lang for any namespace
- Copper backtanks can no longer accumulate air pressure when waterlogged
- Copper backtanks now emit a comparator output
- Removed id prefix requirement for ponder and seq. assembly tooltips #1931
- Improved the odds to succeed of existing sequenced assembly recipes
- "junk" -> "salvage"
- completely remade the texture from scratch of both the potato cannon and it's cog
- did some slight model tweaks to the potato cannon itself as well
- no changes to the animations should be needed
- Brass tunnels now show a goggle tooltip of contained items within their group
- Right-clicking brass tunnels now retrieves all contained items from their group
- Fixed localization of potato cannon ammo tooltip
- Added several enchantment compatibilities to the Potato Cannon
- Added the Potato Recovery Enchantment
- this includes tweaks for the haunted bell model!
- general tweaks to both peculiar and haunted bells, by both me and kryppers
- the bell base is now wood instead of brass! and is now less bulky
- Clockwork Component -> Precision Mechanism
- Re-organized bell models
- Added a little warm-up timer for held haunted bells
- Tweaks to all Sequenced assembly recipes
- Fixed missing particle of incomplete cogwheels
- Sequenced Assembly mid-products are no longer stackable
- Cogwheels and Large Cogwheels can now be created via sequenced assembly
- Higher return at lower cost
- Might want to nerf?
- Add placement helper for Deployers on belts/depots/etc.
- Multiple SequencedAssemblyRecipes can now start with the same item