- Fixed crash caused by suicidal deployers
- Fixed blockzapper rendering inconsistencies before a block is selected
- Added the Handheld Worldshaper with 3 brushes and 6 modes
- Entities on belts no longer get blocked by entities they are being ridden by
- Added the Rotation Speed Controller for achieving precise speed values in survival mode (like the motor in 0.1)
- Introduced a builder pattern for voxelshape(r) creation
- Chassis blocks now visualize their range blocks when selected with a wrench
- Fixed Bearings and other actors selecting moved blocks as if they were being pushed in a direction
- Fixed Radial chassis not connecting to each other consistently
- Added Powered Latch and Powered Toggle Latch (Redstone circuits)
- Window-logging now works with modded glass panes, that do not have the tag on their item, but the block only
- Chassis can now be edited in bulk by holding down Ctrl
- Chained block movement no longer marks blocks for movement if they are in front of a block breaker
- Making a chassis sticky no longer uses up slime balls
- Chassis can now be made sticky on all sides if a sticky side is clicked once again
- Fixed linear chassis picking up blocks attached to other chassis' lines, even if not sticky
- Fixed horizontal rotation and mirroring of chassis blocks and their sticky sides
- Structures rotated in a Contraption now try to rotate themselves and their blocks toward the nearest axis-alinged direction when disassembled
- Fans no longer shoot testing rays if the target block shape is completely filled or empty (trivial case)
- Fans can now blow through iron bars again
- Fixed crash when adjusting motors
- Fixed missing icons in blockzapper & schematicannon interface
- Reworked the drill model
- Added more tags to #windowable
- Leather horse armor no longer crushes into iron nuggets
- Pistons, Bearings and Pulleys now have a ScrollInput for selecting when to place moved structures back into the world
- Added copper blocks with oxidation effect
- Pistons and Pulleys no longer move inconsistently when disassembled and assembled at intermediate offsets
- Added a config option to disable the stress/torque mechanic entirely
- Water wheel speed is halved and now configurable
- Water wheels now validate their current speed from time to time
- Fixed windmill bearings counting their sail blocks incorrectly
- Fixed windmill bearings not assembling when placed in a powered block position
- Fixed Contraption controllers not removing their entity reference on the client when disassembled
- Bearings no longer start rotating when no block was found
- Contraptions no longer move unbreakable blocks
- Pistons no longer assemble the whole line of blocks when retracting
- Non-sticky pistons no longer pull blocks back when assembled
- Pulley no longer assembles when the structure by itself is immovable
- Fixed pistons applying reversed motion in some orientations
- Fixed piston contraptions not including the poles into its render bounds
- Fixed Contraptions not culling backfaces when rendered
- Translucent blocks now get moved to the back of the render order in contraptions, fixes hidden block faces between translucent and non-translucent blocks
- Fixed Contraptions being movable through water, fans and other means of applying motion to entities.
- Belt segments can no longer be rotated by a wrench
- Hand cranks are now gated behind brass and sheet production
- Stationary Contraption Entities no longer sync positions like normal entities
- Flimsy attempts at making linear contraption movement smoother, especially at differing tick speeds between server and client
- Added slot covers for the Mechanical Crafter
- Added the Clockwork Bearing
- Added the Rope Pulley
- Server speed no longer tries to sync when game is paused
- Fixed crash when moving block breakers are loaded in while stalled
- Fixed Cuckoo Clock's angle interpolation when tps is low
added a few soundevents for custom subtitles
sounds.json can be generated by launching the main in foundation/utility/data/Generator.java (this should be done before starting the client when new sound events were added)
- Belt observers now have four modes with different useful behaviours #83
- Fixed belt actors not syncing when items are not held in place but replaced
- Upward facing deployers can now act as item displays
- Fixed deployer fake players persisting after disassembling a portable contraption
- Creepers no longer take revenge on Deployers by default
- Saws are now portable and chop trees while mounted
- Portable contraptions can now hold an inventory
- Saw, Drill and Harvester now fill a contraptions internal storage before dropping items
- Mounted blocks can now hold moving contraptions in place
- Saw and Drill now briefly stall contraptions while breaking blocks in front of themselves
- Refactored IHaveMovementBehaviour to IPortableBlock and MovementBehaviour
- Fixed Harvester blades rotating in the wrong direction sometimes
- Shadows on portable contraptions are now a little less aggressive
- Added a block for item exchange with storage on contraptions
- Fixed link range config registering with wrong id
- Added a utility for purposely slowing down animations on the client to match server tps
- Smart Tileentities now lazy tick on initialization
- Fixed crash when breaking active bearings
- Fixed crash when cart assembler fails to assemble a contraption
- Fixed goggles having missing textures
- Reworked Schematicannon Model
- Removed Schematicannon Creatifier from creative tab
- Motor -> Creative Motor
- Removed schematicannon creative crate from creative tab
- Engines now show stats in their tooltip
- Added some missing tooltips
- Furnace Engine now has a configurable capacity
- Created a new config foundation
- Moved all configurable values to the new system
- Worldgen can now be controlled by the config
- Worldgen reloads dynamically when the config file changes
- Tweaked Worldgen parameters and reworked feature registration
- Added Create's stone variants to World gen
- Moved all block partials used only for rendering out of the registry
- Refactored model registry hooks and custom block model handling
- Added a safety layer for all tile entity renderers, addresses #76
- Overstressed indicator no longer shows when the kinetic source changes
- Fixed framed glass rendering glass textures inbetween blocks
- Fixed blockzapper adding itself twice to the item group
- Fixed basing not spawning particles properly
- Updated Forge
- Reworked Schematicannon model
- Item holders are now initialized with suppliers
- Reduced redundancies with defining and registering custom item rendering
- Removed the Gardens module
- Fixed some colors in the existing custom item models
- Added the analog belt pulley, an encased belt with adjustable speed transfer
- Added an analog redstone lever
- Fixed motor values jumping inconsistently
- Stabilized Rotation propagation a little
- Formatted numbers shown when wearing goggles
- Kinetic blocks no longer convey weak redstone power to neighbours
- Removed obsolete overlay text for rainbow debug
- Fixed Deployers not updating placed/removed fluids consistently
- Fixed Crash when entities placed by a deployer drop loot
- Shifted speed unit to resemble rpm (revolutes per minute)
- Moved stress defaults to new class
- Adjusted processing duration for machines to respect the visual speed change
- Drastically lowered the speed range
- Stressed networks now indicate better
- Goggles now show detailed information when looking at components, especially the gauges
- Sand Paper can now be used on items held in the offhand
- Item entities on a moving crushing wheel can no longer be picked up
- Crushing wheels no longer drop their contents when the wheels stop moving
- Added vertically connected glass blocks for all wood variants
- Added horizontal and vertical connected windows in a neutral style
- Fixed Oxidizing blocks not progressing when next to enclosed blocks
- Kinetic blocks can now be harvested by axes and pickaxes
- Shafts have less obnoxious placement behaviour
- Fixed belts not dropping casings and shafts when broken
- Fixed belt tunnels not synchronizing properly
- Fixed blockzapper rendering strangely when no block is selected
- Funnels can now directly insert items that players activate it with
- Flexpeater -> Adjustable Repeater
- Added the Adjustable Pulse Repeater
- Added config for disabling sand paper tool repairs
- Fixed belts and filtering renderers leaving behind an undesirable GL state
- Fixed pick block not working on vertical extractors/funnels
- Shadow Steel and Refined Radiance are now obtainable
- Removed old Advancement managers
- Removed all unfinished logistical features from the registry
- Added new Crafting ingredients
- Added Sand Paper, for a polishing recipe type and repairing tools
- Changed Blockzapper materials
- Added the ability to include catalyst-ingredients in processing recipes
- Added some ingredient/output count validation for processing recipes
- Deployers now spawn particles when using certain items
- Players can now interact with the deployer to swap held items
- Belts now accept brass casing instead of logistical casing
- Introduced a new material chain
- Added a whole bunch of recipes
- Deployers can now use buckets properly
- Deployers can interact with entities
- Deployers can use items to hurt entities and break blocks
- Deployers can left-click blocks
- Deployers automatically pick up items gathered from interacting with or killing entities
- Deployers eject collected items when no Inventory is adjacent
- Fixed Deployers throwing projectiles from the wrong height
- Fixed blocks not dropping applied filter items
- Fixed adjustable crates not invalidating their inventory
- Fixed shift-clicking in crate guis
- Fixed vertical funnels not dropping when destroyed
- Added NBT utility for writing and reading lists
- Fixed Turntable not working with armorstands
- Fixed Turntables flinging players away from it
- Fixed some z-Fighting in the water wheel model
- Basin no longer accepts more than a full stack of an item in its input
- Crushing entities now has a fortune modifier
- Crushed entities will drop their loot below the wheels
- Fixed Crushing wheel stack overflow when attaching one to an existing pair
- Torque generators no longer show stress impact levels
- Added Filters for matching outputs against a group of items / nested filters
- Added Attribute Filters for matching outputs against a collection of item properties
- Extraction count on Extractors and Transposers can now be adjusted through scrolling on the value box
- Crafters now apply crafting recipes to held items and play an animation
- Connected textures now also apply to the sides
- Fixed inventory manipulating behaviours not initializing in time
- Added a few new sprites for crafting ingredients
- Reworked the Connected Texture system
- Added Limestone Layers to test custom CT spriteshifts
- Migrated existing CT blocks to use the new system
- Crushing wheel controllers no longer crash when in a schematic
- Belt tunnels can now act as backup-friendly belt mergers
- Funnels can now pick up items touching them when not in belt mode
- Fixed taking items from belts with right-click
- Fixed crash when placing redstone links
- Added a TileEntity behaviour Interface
- Added SmartTileEntities, able to execute behaviours via delegation, replacing old Interface-based approaches
- Re-Implemented Filterable tiles/blocks as a TEBehaviour
- Re-Implemented Redstone-Linkable tiles/blocks as a TEBehaviour
- Added a base block for directional logistical attachments
- Belt Funnels are now Funnels
- Funnels can now face any direction
- Added Transposer blocks and Linked Transposer blocks (missing extraction behaviour)
- Unified in-world itemslot rendering used by filters and links
- Re-designed funnel, belt funnel and belt observer to match the extractor
- Started work on improved logistical casings
- The Mechanical Mixer now supports custom mixing recipes
- The Mechanical Press now interacts with the basin to apply compressing recipes
- Added JEI integration for Mixing, Compressing, Sawing and Block Cutting recipes
- Kinetic blocks break when their speed updates to frequently
- Fixed Stress gauge not resetting when source was removed
- Fixed Kinetic networks doubling their stress when saving and loading the world
- Fixed Generators not updating network stress when their speed changed
- Fixed Processing saw crashing when used
- Fixed tree cutting algorithm looping indefinitely
- Fixed sourceless kinetic blocks in rainbow debug
- Horizontal saws cut trees in front of them
- Deforester now works in creative mode
- Encased belts can now connect in larger groups
- Kinetic blocks break when their speed changes too frequently
- Removed some unused assets
- Fixed Clutches not working properly
- Organized imports and packages
- Encased fans are now directional and only emit air flows on one side
- Reworked particles emitted by fans and in-world item processing
- Air flows can now morph into different particle types along the way
- Air flows are more precise about being blocked or not
- Nerfed sand washing
- Linear Chassis (formerly translation chassis) now connect textures
- Added Engineer's Goggles
- Added Custom Particle for Speed level indications
- Added Volcanic Rock and the ability to give blocks smooth colors based on their position
- Added configurable levels of speed for requirements
- Added tooltip information to mechanical blocks with Stress Impact, Stress Capacity and Required speed level
- Fixed Belt connector not being a blockitem
- Made Stress capacity configuration more generic
- Logistical Casing can now be used on belts to add casing around it
- Casings on belts allow for extractors and funnels to be attached to the belts directly
- Voxelshapers can now transform multipart shapes
- More blocks now support the new belt system
- Fixed the extractor models
- Prepared the funnel model for filtering
- Items now look 80% better on belts
- Rotational sources can now be connected to each other if their speeds have the same direction. Sources with slower speeds will be overpowered by the others.
- Added a skeleton for torque mechanics. Very janky and unfinished
- Added the Mechanical Mixer for automated shapeless recipes
- Added the Basin holding multiple items for processing
- Added a Wrench for manipulating Scrollvalues, picking up and rotating kinetic blocks
- Extractors and Funnels now require a block to attach to
- Fixed Animation ticks being synced with the server world time
- Fixed "Magical Soaryn Gears"
- Gearboxes can now connect to each other directly
- Fixed Belt items not stacking even after finishing a link
- Fixed id downcasing not working properly in non-english environments #25
- Removed event subscriber annotations for mod & registry events
- Added more displayable slots in the Washing JEI view
- Fixed Windowed blocks referencing IBakedModel on the server
- Changed stairs to use blockstate supplier
- Fixed Symmetry Wand crashing when configured in the off-hand
- Fixed "Hold Shift" in tooltips not being translated
- Chassis now drop applied slime balls
- Slime Balls are now craftable
- Mechanical Belts now lock living entities in place
- Blockzapper recipes can now be viewed from the uses of their ingredient materials
- Configured FlexPeaters now synchronize with other players
- Fixed client crash when rendering lava in a deployed schematic #15
- Made encased fans a little less expensive
- Added other coral types to tree fertilizer recipe
- Added a new Villager type for delivering packages
- Added the Logisticians Table
- Added Package Funnels
- Added a generic colorable indicator tileentityrenderer
- Added Logistical Controllers
- Added Logistical Casings
- Added the Logistical Index
- Added a Logistical Dial
- Started laying out logic for Logistical Networks
- Added ability to put glass panes inside partial blocks such as Fences, Stairs and Slabs.
- Added Tiled Glass and Tiled Glass Panes
- Fixed Translation Chassis pulling blocks even without being sticky
- Added Palette Blocks to corresponding tag groups
- Added translation to zh_cn (Thanks to Thirace446)
- Split gearboxes into two interchangeable Items
- Cached rotating models no longer get their UVs screwed by resource reloading
- Added Limesand and Recipes, Fixes#11
- Added Block Tag for everything usable by the Generating Encased Fan, Fixes#12
- Fixed FlexPeater not able to be configured while pulsing
- Stealth nerfs
- Fixed Blockzapper upgrades not registering correctly, Fixes#14
- Updated Stair recipes, Fixes#10
- Fixed Schematic sender crashing while finishing an upload
- Fixed Corner models for reversed Stair Blocks
- Fixed crash on startup without JEI
- Removed WIP Items from Creative Tab
- Added option to disable tooltips
- Moved common config values to synced serverconfig
- Numbers on Scrollable Blocks are centered
- Motors can be configured to rotate with negative speed
- Fixed Processing Recipes Serializer (severe)
- Fixed Moving constructs not rendering at a reasonable distance
- Mechanical Bearing always solidifies when empty
- Fixed some movement incosistencies with translation constructs
- Fixed Crushing Wheel Controller not stopping when Wheels do
- Fixed Crushing Wheels ejecting entities on world reload
- Fixed Movement inconsistencies with Mechanical Belts
- Added rotation propagation through large cogwheels connected at a 90 degree angle
- Fixed Client code being called server side
- Fixed Abstract Method errors regarding Extractors and FrequencyHolders
- Added a unit character to Flexpeater display
- Fixed additional washing outputs from flying all over the place
- Schematicannon now ignores Structure Void blocks
- Fixed Schematic hologram not displaying
- Added little indicators to the Mechanical Bearing to visualize curent angle
- Bumped version
- Washing recipes can now have stochastic outputs
- Splashing fans no longer spam the extinguish sound
- Mechanical Press now properly registers as a belt attachment
- Improved animations for Mechanical Press
- Fixed Pulse Repeaters staying powered under certain conditions
- Fixed Belt observer state sync issues
- Stopped Filters on tileentities from disappearing
- Fixed Item count not showing on filtered Extractors
- Fixed Filters not being properly handled by Extractors
- Fixed Extractors no longer being redstone locked on world reload
- Fixed Redstone Links being powered inconsistently
- Added a few more processing recipes
- Mechanical Belts can now be dyed with any color
- Added the Mechanical Press with a new Pressing recipe type
- Added the belt support, purely decorational
- Added the FlexpeaterTM
- Added some unspectacular ingredients and recipes
- Fixed Mechanical Piston & Bearing not disassembling when broken
- Mechanical Bearing can now generate rotation with tagged blocks
- Encased Fan can now generate rotation above fire
- Added Splashing recipe type
- Encased Fans with water now extinguish entities
- Drills now hurt entities in front of them depending on their speed
- Fixed some culling issues on rendered constructs
- Removed old chassis blocks
- Added new chasses with configurable range of effect
- Added the mechanical bearing and rotation chassis
- Motor speed can now be configured
- Added the Detector, along with item filtering interfaces
- Added filtering to Extractors
- Fixed some items jittering on belts
- Added text to Frequency and Filter slot highlighting
- Added the Pulse Repeater, a simple Pulse former circuit.
- Added a Belt Funnel, along with a generic belt attachment interface.
- Fans now push or pull entities based on their rotation speed.
- Added little symbols to extractor and funnel item models
- Gearshifter -> Gearshift
- Added the Clutch, using the prior model of the Gearshift
- New Model for Gearshift
- Generalized conditional shaft connectors for rendering
- Added Screens for Flexcrate and Stockswitch
- Added Models for Flexcrate and Stockswitch
- Added Container and Inventory to Flexcrate
- Redstone bridges are now divided into senders and receivers
- Fixed some GUI inconsistencies and repetitive code
- Added an option to register stairs, slabs and other together with the main Block
- Added Skeleton for FlexCrate
- Added Skeleton for Redstone Bridge
- Added Skeleton for Stockpile Switch
- Generalized tooltips between blocks and items
- Added more tooltips to existing blocks
- Crushing wheels can now apply recipes to contained items
- Added a new generic recipe type for processing
- Improved Crushing Wheel model
- Improved gui models of large wheels
- Improved gui models of harvesters and drills
- Added several crushing recipes
- Fixed Water wheel updating rotation speeds incosistently
- Added Mechanical Pistons
- Added Chassis blocks for multiblock movement
- Improved memory usage of kinetic renders
- Added Mechanical Harvester
- Added Mechanical Drill
- Visual hints for the Belt connector
- Added Crushing Wheel Model
- Added Encased Belt
- Added Redstone Contact
- Fixed Invalid Schematics crashing on shift-right-click
- Added a variety of building materials
- Updated textures of kinetic blocks to be rotation independent
- Fixed axes rotating with fixed shaded sides
- Limiting belts to 45 Degree angles allows for actual hitboxes and vanilla model action
- Animation now only moves around the texture coordinates of cached vertices
+ Added the Handheld Blockzapper Tool
+ Added several craftable upgrades for
the Tool
+ Added animated Models for Symmetry wand and Handheld Blockzapper
- Schematicannon now uses two items for Double Slabs
- Fixed Warn messages for client packets
- Added misc Crafting Ingredients
- Changed recipe unlock triggers
- Tidied up and renamed Classes
- Added useful tooltips to all items
- Added tooltips to blueprint overlay tools
- Made Schematic And Quill more bearable to use
- Changed rendering order for blueprint overlay, Fixes Issue #1
- Fixed Symmetry Wand not using Blocks from the inventory
- Symmetry Wand now drops blocks in the position of the block broken by hand
- Added recipes for all craftables
- Added loot tables for all breakables
- Made Tree Fertilizer texture less unnatural
- Schematicannon makes less obnoxious noises
- Schematic Table Container and Gui Improved
- Made New Additions Server Proof
- Server side Schematic handler is less trusting
- Added a Material Checklist for blueprints loaded in the schematicannon
- Added more safety checks regarding Schematics & Chunkloading, Filesystem and Distance
- Added new option for Schematicannon to not replace tileentities
- Schematic upload progress is now handled on the server
- Made the Schematicannon a proper container
- Added Gui Screen for Schematicannon
- Added a few new Icons
- Fixed Make-Shift registering of Containers
- Blocks fired now follow a semi-reasonable trajectory
- Added models and animations
- Added a Creative block for use with the cannon to ignore materials