- 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 new Potato Cannon projectile types and tweaked values of existing types
- Potato projectiles can now catch fire and ignite entities like arrows
- Made splitting potato projectiles more consistent
- Lectern Controller can now be pick-blocked in creative and be placed by Schematicannon
- Fixed Schematicannon treating schematics with a single block in them as empty
- Soul base particles now also disappear early if their location gets lit
- Renamed Cursed Bell to Haunted Bell
This commit removes Create's fluid milk, and changes things to instead
use the milk fluid already provided by Forge. This makes the mod more
compatible with other mods. I also added an event subscriber to the
MissingMappings event in the AllFluids class, to convert already
existing Create milk to Forge milk so that players don't lose any stored
milk.
Note: I did not update language files and remove textures to reflect the
fact that Create's milk to longer existsMissingMappings, so right now
there are some unused resources that can be cleaned up.
- Added config control for ambient sounds
- Spilled milk off a pipe end now clears effects on entities
- Non-placeable fluids now exit an open pipe at a fixed rate of 1mb/t
- Air currents can now pass through Campfires vertically
- Fixed perpendicular movement actors not activating consistently
- Blueprint overlay now renders a '1' for single missing items
- Dough can now be created in the mixer without the need of buckets
- JEI no longer shows all available machines as catalysts for sequenced assembly recipes
- Tweaked item processing behaviour of mechanical saws
- Fixed placement assist not playing placement sounds
- Saws now yield more planks
- Saws can no longer process stacks of items, unless configured to
- Removed unused sounds
- Soul particles now disappear early if their location gets lit
- Stationary cursed bell range is doubled
- Mechanical Arms now require clockwork components to craft
- Extendo-grips now require clockwork components to craft
- Mechanical Arms now take significantly less stress units to power
- Added recipe for the potato cannon
- Bells no longer require ghast tears
- 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 proper rendering, tooltips, sounds, and particle effects to the bells
- Added a crafting recipe for the Peculiar Bell
- Added a conversion method for obtaining Cursed Bells
- Fixed the soul indicators showing up in non-full blocks
- Cart Assemblers now have a specific direction
- Assembled cart contraptions assemble and disassemble according to the assemblers direction
- Cart contraptions no longer turn exponentially
- Cart contraption now turn more sluggishly the larger they are
- Some changes to the cart assembler model
- Add chocolate melting, honey liquification, and honey compacting
recipes
- Create honey tag field and use Forge's milk tag field
- Make fluid fields final
- Closes#1845
- 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
- Implemented ponder scenes for Fluid Pipes and Copper Casing
- Adjusted Fluid transfer, containment and rendering behaviours to function in 'virtual' environments
- Added scene for deployer's new item processing
- Fixed particles rendering faced away from the camera
- Fixed airflow particles not getting lit properly
- Fixed lack of culling in Gui ItemStack elements
- Prepared texts for all fluid-related storyboards
- Fixed ponder progress bar not displaying
- Added tooltips for newly added tools and equipment
- Fixed depth issues in Ponder UI
- Fixed lack of backface culling in ponder
- Added placeholder storyboards for missing ponder scenes
- Fixed menu screen cogs rendering behind the background
- Fixed menu screen not pausing the game
- Changed blueprint entity and item rendering to be more Optifine friendly (?)
- Punching blueprints now clears the slot before breaking it
- Fix a dist issue with KTEs
- Added recipe for blueprint
- 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
- Make regular palette stone blocks drop their cobblestone variant instead of themselves (unless silk touch is used)
- Add smelting recipes for cobblestone palette blocks
- Rename PaletteBlockPatterns to PaletteBlockPattern
- Move PatternNameType to PaletteBlockPattern
- Rename some fields
- Recipes for the diving gear
- Idle Windmill Bearings now attach their structure when moved as part of another contraption
- Fixed pumps not updating transfer speed when directly between containers
- Fixed Multiblock Fluid tanks showing inconsistent information on their goggle overlay
- Creative Fluid tanks no longer show a goggle overlay
- Fixed Funnels and other interfaces not updating properly when affected chunks are unloaded and reloaded
- Fixed tooltips rendering behind item icon in the filter screens
- Added the Deploying recipe type
- Deployers can now polish items on belts or depots
- Deployers now make a little polishing sound when using sandpaper
- 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
- Increased minimum sound threshold for ambient noise
- Sounds for contraption (dis-)assembly
- Sounds for more wrench interactions
- Hand crank clicks less furiously
- Block breakers now make block breaking noises
- Crafting noises
- Contraptions with exceeding spawn packet sizes no longer get sent to the client
- Minecart Contraptions with exceeding nbt packet sizes can no longer be picked up
- Renamed "Metal Blocks" to "Blocks of Metal"
- Fixed entities attempting to path-find through Creates' non-solids #1390
- Fixed Redstone Links occasionally wiping their frequency when moved in a Contraption
- Fixed Flywheels doubling their SU capacity after every chunk reload
- Fixed display of numeric formats using non-breaking space #1374
- Signs can now be moved on a contraption #1315
- Fixed Typo in german localization #1363
- Fixed Windmill Bearings keeping su information after relocation #1364
- Fixed Symmetry Wand using up too many items #1342
- Fixed a couple overlooked ponder lang issues
- Fixed weighted ejector not accepting arbitrary gold plates in its recipe
- Fix crash opening ponder from screens with an opened recipe book
- Ejectors now occasionally track launched items, scanning for any obstacles in their trajectory
- Fixed rendered items passing an Ejectors' target on clients ticking faster than their server
- Removed outdated warnings for 'transposer funnels'
- Fixed Schematicannon clearing blocks outside of a Schematics' bounding box
- Safety check for onBlockPlacedBy with null player
- Deployers with a positioned Schematic as their filter will place blocks accordingly, taking items from the contraption inventory
- Ponder scenes for depot, chute and smart chute
- Fixed saws and drains ejecting items when mounted funnel is backstuffed
- Fixed extracting funnels allowing items to be inserted by arms and belt input
- Vanilla items in ponder tags are marked purple instead of red
- Vertical funnels now block chutes
- Large cogs can no longer be placed right next to crafters or millstones
- Mechanical Arms now stall targeted belt items
- Ponder Scenes have misplaced icons
- placement helper arrows don't render
- Particles in ponders *should* work
-> added WrappedClientWorld to make that work
- fixed ponder crashingon 1.16
- moved gui stuff to matrix stacks
- remove BlockHalper#hasBlockStateProperty, as BlockState#contains is a thing
- ran runData
- Fix funnels not rendering filter slot items
- Ponder scenes for the Deployer, Harvester and Plough
- Fixed uvs on Deployer model
- Ploughs can now harvest snow layers
- 'Backstepping' is now a button
- Added little labels for hovered buttons at the bottom
- Moved ponder/transition-specific logic out of the generic screen class