- 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)
- Fix rotation indicator particles
- Fix sail dyeing
- Turn BreakProgressHook into DestroyProgressRenderingHandler interface
- Refactor overlay rendering to properly use API
- Change SpriteShiftEntry to use StitchedSprites
- Use OnDatapackSyncEvent instead of mixin
- Organize foundation.ponder package
- Remove usage of deprecated:
- Durability bar methods
- Constants class
- Fixed fluid networks losing fluids when extracted amount is lower than a pumps transfer speed
- Fixed JEI plugin claiming that some occultism's ritual recipes work in a compacter
- Fixed press/deployer/spout failing to process a belt item when another item is processed simultaneously further down the belt
- Add ToolBoxInstance
- Move from MatrixTransformStack to TransformStack.cast where possible
- SuperByteBuffer implements transform traits on its own
- Bump flywheel build
- Better visibility for low/half amounts of fluids in basins
- Fixed Mechanical Press head getting stuck in extended position when off-screened or when its basin changes
- Added processingTime support to mixing recipes (defaults to 100)
- Fixed Basin recipes with fluid output not starting when targeted output inventory supports items only
- Fixed item extraction from create creating stacks of unstackable items when source inventory allows stacking them (Storage Drawers)
- Fixed Deployers not having a valid item capability when asked before their first tick
- Fixed Mechanical Crafting recipes able to be automated via packing
- Add CustomUseEffectsItem interface implemented on items to control use
effects behavior
- Replace SandPaperEffectsHandler and SandPaperSoundMixin
- Fix broken polishing particles when no items in other hand (polishing
last item)
- Fixed Chutes spilling items when inserting into disconnected storage interfaces
- Blaze Burners can now be picked up using the Wrench
- Additional safety checks from random crash reports
- Fixed piston/pulleys moving before their attached entity is loaded
- Recipes with an id suffixed "_manual_only" are now ignored in auto-shaped, auto-shapeless and auto-cutting processing features
- Fixed pipes spawning particles at connections between chunks
- Fixed pipes not initialising target fluid holders properly when the source is loaded in first
- Fixed encased fluid pipes not updating flows when neighbouring blocks change
- Fixed fluid pipes not updating flows when adjacent block changes from fluid to block
- Fixed Crafters voiding any inserted items after being moved on a contraption
- Fixed Crafters crashing the game after being placed by a Schematicannon
- A couple of two-ingredient recipes have been made shapeless
- Improved piston/pulley contraption collision with blocks in the world
- Fixed pistons/pulley contraptions merging into world blocks when disassembling shortly after loaded in
- Added jei support for toolbox colouring recipes
- Disabled item shadows on belts
- Toolbox radial can now be navigated using hotbar shortcuts
- Toolbox radial now steps back when right-clicked
- Toolbox radial now immediately opens the multi-toolbox view when right-clicking the central "unequip" button
- Fixed hidden slots visible in toolbox screen in some gui scales
- Toolbox sorting in the radial menu is now deterministic
- Fixed Toolboxes not always updating their inventory state to clients
- Shulker boxes can no longer be placed inside toolboxes
- Fixed potion fluids not displaying their full name in jei
- Fixed JEI showing all potion recipes when looking up a specific one
- Replace AngleHelper.horizontalAngle with horizontalAngleNew (return 0
instead of -90 for vertical directions)
- Fix FluidRenderer not calculating correct UVs for integer positions
- Fix FluidRenderer rendering streams and flowing texture incorrectly
- Slightly improve performance of outlines
- Rename PartialBufferer to CachedBufferer
- Move specific code out of SuperByteBufferCache into CachedBufferer and
BakedModelRenderHelper
- Move Compartment inside SuperByteBufferCache
- Rename some methods and fields
- 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
- Use vanilla's widget lists instead of custom ones
- Use press callback instead of overriding mouseClicked
- Switch old container classes to extend ContainerBase or
GhostItemContainer
- Organize foundation.gui package
- Remove deprecated methods in Color
- Various other changes
- 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
- Fixed super glue not spawning particles on break
- Fixed logspam when goggle overlays are shown
- Fixed blocks launched by a schematicannon spiraling through the air
- Fixed javadoc errors
- Replace all GUI y-flip scalings to not scale normals
- Rotate CustomLightingSettings along XN instead of XP
- Apply custom lighting to all fluids in JEI scenes
- Fix fluid rendering: fix normals, normal scaling, and color
- Make new config fields final
- Do not add item cooldown if cooldown is less than or equal to 0
- Tweak rotation math for depots and billboard potato projectiles
It is currently impossible to for example make a block that both generates stress and that behaves as a gearshift in that it rotates differently on either side. This simple check should allow that to be possible in a much easier and more intuitive manner.
- 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
- Connected Mechanical Crafters now strictly distribute added items from top to bottom, left to right
- Fixed smart pipe ponder scene no longer showing milk in the basin
- Added timed invalidation to refresh fluid handler references observed by pipe ends
- 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
- Fixed pumps and valves not registering their stress impact properly after changing state
- Fixed belts not applying stress when created in certain orientations
- Fixed belt items flickering due to previous changes
- 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
Me and a few other bee mods are trying to standardize where honey buckets should go for better mod compat. Hence this pr to put create's honey bucket into forge:buckets/honey item tag. The Bumblezone and Productive Bee's are going to have their honey buckets in that same place too very soon
- 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
- Allow defining custom potato cannon projectile types through JSON in
datapacks
- Separate PotatoCannonProjectileTypes into PotatoCannonProjectileType,
PotatoProjectileTypeManager, and BuiltinPotatoProjectileTypes
- Allow setting a custom render mode when building a projectile type
- Prevent the potato cannon itself from being used as ammo
- 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
- LightVolumes now can act as a light cache with configurable size
- More GridAlignedBB changes
- Remove ILightUpdateListeners
- Simplify pulley rendering using LightVolume
- Better system for moving objects that want to receive light updates
- LightProvider interface to better abstract light lookups
- All light listeners use GridAlignedBBs
- More utility in GridAlignedBB
- Crafters no longer display item sprites vertically flipped
- Crafters now arrange overlapping items less randomly
- Chromatic Compound can now absorb light emitting blocks from belts & depots
- Mechanical Harvesters can now be used to gather Leaves
- Mechanical Harvesters can now be used to gather Weeping and Twisting Vines
- Fixed JEI integration of Basin recipes with multiple and/or stochastic outputs
- Fixed idle blaze burners sending packets every tick
- Fixed placement indicator rendering behind the crosshair
- Added an Event allowing additional tileentitybehaviour objects to be attached to STEs from outside
- added an event to add custom deploying recipes for addons(that partly need more data and therefore can't use the existing deploying recipe json format)
- made deploying recipe scanning cancelable by event
- added a safety check to tile entity behaviours to prevent concurrent modification exceptions when loading old worlds (0.2 time, dev 0.3)
- MateralManager, MaterialGroup, and InstanceMaterial are all interfaces
- Separate (T)EI facing API from implementation
- Comment out debug log in ModelPool
- Renamed SpawnerMovementSetting to ContraptionMovementSetting and moved it to its own class
- Added a contraption movement setting registry
- Made checks previously checking only spawner movement setting and the block being a spawner to check using ContraptionMovementSetting.get(block)
- Call ContraptionRenderDispatcher#invalidate, at some point during a tick, and the structure will be reset.
- Move contraption compartment to SBBContraptionManager
- Contraption compartment uses custom pair with better hash function instead of apache commons pair
- Call ContraptionRenderDispatcher#invalidate, at some point during a tick, and the structure will be reset.
- Move contraption compartment to SBBContraptionManager
- Contraption compartment uses custom pair with better hash function instead of apache commons pair
- New Loader class in charge of loading and compiling everything
- ShaderSources now only loads sources
- ShaderSources is immutable now
- Resolver singleton in charge of managing name resolutions
- ProgramSpecs go through Resolver
- WorldShaderPipeline no longer needs reference to ShaderSources
- 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
- Remove utility methods from PonderRegistry and only leave the one
essential method
- Move utility registration methods to PonderRegistrationHelper
- Move entry builder methods to entry class, PonderStoryBoardEntry
- Move listed tags list to tag registry
- Make ponder chapters namespaced
- Add localization and language datagen support for ponder chapters
- Fixed Chutes pulling from inventories causing major framerate drops
- Fixed Chutes sending update packets when idling
- Added a max range for filter slot rendering of blocks
- Synced TEs are no longer able to cause side-effects by calling sendData on the Render Thread
+ FurnaceEngineModifiers which hold a Block -> float map of modifiers
~ Changed FurnaceEngineTileEntity to use the FurnaceEngineModifiers map instead of hardcoded modifier fro the Blast Furnace.
This will allow addon modders to change the speed modifier of a Furnace block.
- More conventional naming for fields of ContraptionMatrices
- Encapsulate fields in ContraptionMatrices
- Move creation to RenderLayerEvent
- De-clutter RenderedContraption#beginFrame
- Bump flywheel version
- Fixed ammo-specific fire damage not dropping cooked drops from killed entities
- Fixed Schematicannons not visually aiming toward current block trajectory
- Fixed placed Schematics using smaller boundaries than the original
- Added the option to enable/disable placing air blocks with instant creative schematic printing
- Added safety check for Missing/Migrated filter attributes #2065
- Added safety check for Crushing wheels near unloaded blocks
- Added safety check for instant printing an invalid Schematic
+ 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.
- Make PonderRegistry use a ThreadLocal current namespace
- Add synchronized blocks to some methods that modify maps or lists
- Move some non-thread safe method calls to the event.enqueueWork
lambdas
- 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
- Different subclasses for flywheel rendering and sbb rendering
- Select which to use on renderer reload, gather context, and when create buffers are invalidated
- ContraptionRenderDispatcher's meat was moved to WorldContraptions
- Rename ContraptionWorldHolder to ContraptionRenderInfo
- One ContraptionMatrices per contraption per frame
- Cull contraptions
- Bump flywheel version
- SBB contraption rendering is done through Flywheel's RenderLayerEvent
- Fix instanced tile rendering on contraptions and in ponder worlds
- Bump flywheel version
- Some package-info.javas
- Make stress value getters fallback to default value map if provider is
absent
- Rename StressConfigDefaults to BlockStressDefaults and move to block
package
- Rename StressConfigValues to BlockStressValues and move to block
package
- Add StressConfigValues to allow registering stress value providers and
getting values by namespace
- Use correct namespace inside StressConfigDefaults builder transformers
- Expose StressConfigDefaults maps
- Add methods to manually register default stress values
- Only add stress configs for defaults that have the create namespace
- Clean up ItemDescription#getKineticStats
- Press/Spout placement offset no longer activates when clicking the side of a block
- Press/Spout placement offset no longer activates on invalid belt slopes
- Block-items without innate fluid handling no longer require sneaking to be placed next to item drains
- The Goggle overlay can now be activated by external add-ons
- The Goggle overlay default colour now has less opacity
- The Goggle overlay now fades in over a couple ticks
- Update more usage of glActiveTexture to the enum wrapper
- Fix superglue rendering in the solid layer
- Fix issue caused by states with different textures on contraptions
- Bump flywheel version
- Add backtank layer to all player models
- Only add backtank layer if entity renderer returns BipedModel
- Make copper armor considered to be worn only when in the correct armor
slot
- add config options that allow some more customization of the overlay renderer (addresses #2020)
- overlay position has been reset to its default position, because the config path changed
- allow integer config values to be entered and displayed as hex or binary (inside the config gui only)
- how integer values are displayed can be changed with a special comment
- minor changes to theme, that allow keys to refer to one another
- Fixed crash when simultaneously converting and destroying a Peculiar Bell (#2008)
- Fixed Stockpile Switch not updating its signal when the inventory it's watching is moved (#1980)
- Fixed Potato Cannon projectiles being able to move players in creative mode (#1950)
- Fixed Lectern Controller not rendering buttons when being used by a different player
- Stop providing a buffered model supplier
- Instead, provide an IModel supplier
- IModel exposes basic properties of models
- IModel exposes a method to copy the model to a VecBuffer
- Move material stuff to its own package
- The various render functions in the material tree now bind to specific render layers
- Instancers can choose which layer to use
- The layers are SOLID, CUTOUT, and TRANSPARENT
- More layers are likely unnecessary, but we'll see
- Deprecate functions in MaterialManager in favor of more builderesque ones using MaterialGroups
- Catching up with Flywheel
- Remove MatrixStacker in favor of Flywheel's TransformStack (thread safety too)
- Rename AnimatedKinetics#defaultBlockElement to
AnimatedKinetics#blockElement
- Add static alternative to AnimatedKinetics#blockElement meant to be
used outside of subclasses
- Version bump
- Implement #1969
- Guard emptying JEI integration from empty item outputs, addresses #1994
- Goggles icon no longer renders when menu button is set invisible, addresses #1979
- Fixed missing blaze burner in JEI's display of heated compacting recipes, addresses #1970
- 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
- Mechanical Arms remember their targets when placed by Schematicannon (for real this time)
- Mechanical Arms will now rotate/mirror their targets when rotated/mirrored in a schematic or contraption
- 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"
- Fixed blocks not updating their neighbors when being assembled into a contraption
- Fixed Stockpile Switch not updating its redstone output when its signal is inverted
- Reduced lag caused by many active nearby soul particles
- The Wither's shield is now immune to potato projectiles
- Fixed potato projectile potion effect weirdness
- Golden Apple potato projectiles can now cure Zombie Villagers
- Potato Recovery will no longer drop Golden Apples that successfully hit an entity
- add create's panorama as a background for config ui when opened from the main menu
- fix panoramas moving at a inconsistent speed
- add a optional speed limit to physical floats
- When a Lectern Controller that a player is using is broken, they are no longer prevented from using any other Lectern Controllers
- Fixed weirdness when activating a Lectern Controller while holding another Linked Controller
- Set recovery chance for unenchanted Potato Cannons to 0
- Power enchantment on Potato Cannons now scales the damage of the projectile type instead of adding to it
- Changed Potato Cannon crafting recipe to better fit the new model
- 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 large amounts of output in crushing wheels getting voided due to its buffer capacity
- Fixed basin processing running constant recipe lookups while backed up #1911
- Fixed mixer retracting after every operation when auto-output is active
- 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
- Copper Backtank now recharges the durability of pneumatic tools in the wearer's inventory rather than being used as a separate durability source
- Potato Cannon and Extendo Grip now become inactive instead of breaking when running out of durability
- 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.
the currently named "peculiar bell" has been tweaked, and the stands for the bell have been completely remodeled
the cursed bell has not been touched, waiting on an animated texture from kryppers before proceeding
- 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
- Fixed chutes directly between two inventories transferring items instantly
- Fixed jittering visuals of the clientside chute item near containers
- Rail blocks can now be picked up with a wrench
- Fix fluid rendering in JEI scenes
- Add more separate options to SuperByteBuffer
- Fix copper backtank diffuse when worn
- Fix enchantment glint on custom rendered items; Closes#1846
- 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
- Create ILightingSettings and CustomLightingSettings to better manage
custom lighting
- Allow item GuiGameElements to have custom lighting
- Add defaultBlockElement methods to automatically apply default custom
lighting to JEI scenes
- Add blaze head bobbing to JEI scenes
- Shift elements on JEI washing scene
- Use an empty screen instead of creating a new one in IScreenRenderable
- 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
- Introduced proper first-person rendering of Potato Cannons, inherited from blockzappers
- Introduced proper dual wield handling for Potato Cannons
- Potato cannons are no longer stackable
- Added a couple more attributes to ammo types
- potatoes and carrots now plant a crop when hitting farmland
- Added a couple particle effects
- Fwoomp sound now slightly randomizes its pitch
- 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
- Change positions of more GUI elements
- Fix mistakes from last cleanup
- Add window offset to AbstractSimiScreen
- Implement container usability check properly and add
IInteractionChecker
- Render schematic and quill in schematic prompt screen
- Rename curiosities2.png to curiosities_2.png
- Various other tweaks, fixes, and improvements
- Resolves#1847
- 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
- Add many checks when reading NBT to prevent crashes
- Store rendered strings and only update when necessary
- Reorganize some code and rename some members
- 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