- 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)
- Refactor custom rendered items; The renderer now creates the model
instead of the other way around
- Only tick wrench cog rotation and linked controller renderer if client
is not paused
- Move all model swapping code from CreateClient to ModelSwapper
- Register client resource reload listener before initial resource
reload
- Use TextureStitchEvent.Post event instead of resource reload listener
for filling sprites of SpriteShiftEntries
- Reuse Random instance in PartialItemModelRenderer
- Make all config fields final
- Merge package foundation.renderState into foundation.render
- Move BreakProgressHook from package foundation to foundation.block
- Rename ResourceReloadHandler to ClientResourceReloadListener
- Rename ProperDirectionalBlock to WrenchableDirectionalBlock
- Remove Create namespace restriction in CTSpriteShifter
- Add method to register ponder chapter lang
- Clean up palette block code; Closes#386
- Clean up tag code
- Use Create.asResource in as many places as possible
- Organize imports
+ Added create:sandpaper to AllRecipeTypes and datagen.
~ Changed hardcoded list of sandpaper items to Tag.
This would enable me to include the Diamond Grit Sandpaper from CC&A in the deployer recipe. Node: There might be more applications for this tag.
- 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
- Added JEI integration to Sequenced Assembly
- Bit of Refactoring
- The amount of steps before the transformation occurs are no longer random
- Intermediate item now shows assembly progress in its tooltip
- Added the Clockwork Element
- Added the Sequenced Assembly recipe type (needs JEI)
- Added cascaded datagen for assembly sequence and each of its available processing types
- Temporary test recipe
- Added support for Sequenced Assembly to Press, Deployer, Spout and Saw
- Removed Integrated Circuits
- Removed Lapis sheets
- Added the Potato Cannon
- Extendogrips now have durability, which is not consumed while wearing a copper backtank (same applies for potato cannon)
- Added a few projectile types for testing
- Use Registrate's block and item color registration instead of running
the events manually
- Move utility color handler methods to foundation.utility
- Move all item rendering classes to foundation.item.render
- Move IBlockVertexColor from foundation.block to
foundation.block.render
- Remove unnecessary raw cast in CreateRegistrate
- Fixed diving helmet activating when wielder is only partially submerged in water
- Fixed diving helmet activating for players in creative mode
- Added sounds for the Mechanical Saw
- Added clicking sounds for the Linked Controller
- Gantry contraptions now make contraption noises
- Soundscapes now lower their volume based on the distance between listener and center of noise
- Refactor AllContainerTypes to use Registrate
- Replace RegistryEntry in AllEntityTypes and AllFluids with EntityEntry and FluidEntry, respectively
- Make AllEntityTypes use Registrate to register entity renderers instead of a separate method
- Refactor AllColorHandlers
- Fix error when a POI block is moved by a contraption
- Rename some static final fields to be upper snake case
- Make static fields in Create and CreateClient final
- Add I prefix to Coordinate interface
- Fix typo (BracketedTileEntityBehaviour#isBacketPresent)
- Make mixins go in alphabetical order
- Make pack.mcmeta use 2 spaces for indents
- Diving helmets now display a timer near the hotbar when underwater
- Copper backtanks now play an effect when accumulated air is maxed
- Copper backtank blocks can now be waterlogged
- Copper backtank cogs now animate
- Fixed subtitle of equip sounds
- Removed the Blockzapper
- Removed the Deforester
- Handheld Worldshaper -> Creative Worldshaper
- Worldshapers now have a "surface" and "cluster" brush type
- Worldshapers now follow the creative colour palette
- Some UI touch-ups for tools
- Removed processing recipes from recipe book
- Reorganized items in creative tab
- Tweaked a few model transforms
- Fixed belt uvs
- ponder birbs can now face the cursor
- fix interpolation on ponder birbs
- Fixed log spam when assembling certain blocks (Points of interest) in a contraption
- Fixed content observers not triggering for in-line belt funnels
- Auto-Organize inputs
- runData after lang PRs
- change runWhenOn to non-deprecated unsafeRunWhenOn, now that late forge version is required
- Address a few warnings