- Features now get registered on init, addresses #102
- Fixed motors starting with a scrollvalue of 0
- Fixed deployers not initializing properly
- Saws can now break leaves when moved
- Kinetic networks now actually incorporate pre-config-update capacity/impact of a component
- added limestone, weathered limestone, gabbro, dolomite and scoria (as well as their polished variants) to #forge:stone
- added #forge:storage_blocks/copper to #forge:storage_blocks
- added copper block to #forge:storage_blocks/copper
- added config value for the furnace generators speed
- added the generation speed of water wheel, encased fan and furnace generator to their tooltips
- goggles now show the power of a analog lever when worn
- Fixed compat crash when tooltips are loaded early
- Buffed all sources
- Render buffers are now cleared when loading a world. Might help with shader issues
- Fixed eager loading of biomes in ore features
- Kinetic blocks now always clear their source when placed (needs testing)
- Kinetic blocks now remember their applied stress to a network before a config change
- Chassis range is now displayed with an overlay instead of outlines
- Crushing wheels are now more lenient about having different speeds
- Crushing wheels no longer pull players in peaceful mode
- Mixers no longer ignore items inserted during processing
- Powered Latch now reacts to weak power on the sides
- Fixed flexcrates not updating their inventory properly when extended
- Fix typos
- Swapped terminology in stress information shown by goggles
- Added an overall block movement limit to contraptions
- Wrench no longer shows bulk range of chassis above a certain amount
- Chassis no longer use up slime when all sides are made sticky with the convenience shortcut
- fan now requires less su
- Changed a few stress balancing params
- Fixed crash when resource reloading outside of a world
- Fixed crash when moving a tile-entity only contraption with shaders preset
- Fixed drill not breaking blocks after being moved
- Lowered max speed of Mechanical Bearing in generator mode
- Redstone wire and diodes aswell as flower pots can now be moved
- Fixed in-world neighbour checking of moved blocks that are not doors
- Bumped version in mods.toml
- Added null-safety in in-world item processing handlers
- Fixed basin-based components not resetting when their speed reaches 0
- Fan-based recipes now scale processing time based on stacksize of the input
- Belts now automatically search for attachments on load
- Removed duplicate recipe
- Made /KillTPS unavailable for release dist
- Shafts now place correctly again
- Doors and Pressure Plates are now portable
- Fixed crash when using the Mechanical Saw for item processing
- Belts and other item insertion can now insert into crushing wheels directly
- Yet another attempt at preventing elevator fall damage
- Flexcrate now has comparator output
- Basin now has comparator output
- Kinetic Gauges now have comparator output
- Stress Gauge -> Stressometer
- Fixed some harvesting problems with custom tools, adresses #91
- Made Shaft placement less retarded
- Fixed blockstate rotation for directional blocks with two orientations per direction
- Harvesters now break sugar cane at the position they are at
- Made contact condition for storage interfaces more lenient
- Sideways actors in the center of a bearing contraption no longer get special treatment if their effective position points outward
- Tried to fix fall damage when riding on downward moving contraptions
- Minecart contraptions turn sharper
- Cart assemblers can now assemble even when the minecart has not passed the center yet
- Fixed deployers forgetting about their held item on the client
- Deployers no longer dump their inventory when a contraption disassembles
- Deployers no longer visually spazz out when getting centered bearing treatment
- Transposers and Extractors now always stall the belt when not able to extract from it
- Extractors no longer drop items on belts that aren't moving
- Transposers no longer require a block to sit on
- Transposers can now be flipped using a wrench
- Connected texture contexts are no longer queried for invisible faces
- Shafts and cogs now place inpendent of the preffered orientation when sneaking
- Moving block breakers no longer apply damage to itementities
- Fixed inconsistent block collision prediction for pistons when assembling
- Sequenced Gearshift no longer resets when UI closed without changes
- Minor Improvements to Seq. Gearshift UI usablilty
- Fixed encoding issues with degree symbol
- Fertilized Trees no longer replace semi-solid/collideable blocks with their leaves
- Fixed pulleys/pistons crashing when collided with blocks on client
- Entities moved by a colliding contraption now try to unstuck themselves when the structure disassembles
- Fixed server crash on startup
- Fixed crash when entities get killed by anything other than players
- Pulleys no longer force push blocks below them
- Drill and Saw now applies damage to entities while moved in a contraption
- Made tooltip formatting a tad more lenient
- Added contraption collision to Pistons and Pulleys - applied by stationary blocks, other contraptions and entities. (needs polish)
- Added Sequenced Gearshifts
- Fixed custom swords breaking blocks when held in creative mode
- Fixed belts cancelling flight when touched
- Fixed Entities being blocked by contraption boundaries when moved on belts
- Fixed Flexpeater going funky when edited while active
- Fixed Links not firing when placed into a powered location
- Belts can now be moved and rotated by a contraption, holding on to its items if possible.
- Fixed belts not transporting entities when moving at less than 32 rpm
- Fixed belt initialization to allow migration old belts and re-initialization of moved belts
- Added a little in-world tooltip for kinetic blocks rotating below their required speed level
- Fixed kinetic tileentities keeping their previous speed when animated in a contraption
- Fixed motors not trying to overpower a network when directly attached on placement
- Belts now spawn a reasonable amount of particles when broken
- Coloured belts now spawn coloured particles when broken
- Fixed belts segments dropping too many connectors when not broken by a player
- Fixed falldamage being applied after an entity has left the belt it fell upon
- Fixed belt voxelshapes not being cached properly, leading to some bad performance hit when broken or looked at
- Fixed blazing tools not always smelting mob drops
- Fixed crash on server start-up
- Fixed internal server error when equipping a blockzapper
- "Fixed" belts not behaving when migrated from 0.1 (destroying them)
- Fixed Saws not having a kill message
- Fixed Drill not damaging entities
- Added recipe for the storage interface
- Fixed containers dropping items when moved while also holding on to them
- Fixed filters dropping when a filterable tile entity gets moved
- Fixed actors rotating in the central axis of a bearing contraption not activating as no new positions are visited
- Shulker boxes can now be moved in a contraption
- Fixed general tile entities not rendering on moving contraptions
- Chests and Flexcrates can now be used as portable storage in a moving contraption
- Fixed mechanical pistons not moving on the first activation
- Fixed occasional crash when moving deployers
- Made some more blocks piston-safe
- Double flexcrates now split when at least one half gets picked up by a contraption
- Fixed the generated rendering bounding box of rotating contraptions
- Fixed clockwork bearings moving their hands inconsistently in some cases
- Pistons, Pulleys and Bearings can now be kick-started with a right click
- Contacts no longer apply a pulse to the contact they were powering before movement
- Fixed deployers animating strangely when the contaption is stalled
- Fixed minecart contraptions not having the same orientation on server and client
- Fixed minecart contraptions not reacting to movement when the minecart is itself mounting another entity
- Fixed minecart contraptions not remembering their motion when unloaded while stalling
- Fixed minecart contraptions not being initialized with the correct angles
- Kinetic components can no longer overpower components of their own network, fixes speed-up cycles in certain arrangements
- Kinetic networks are now identified by the packed block position of the source
- Networks now get assigned to tileentities within the tick of them changing, fixes late overstress callbacks messing with some components
- Wrench now keeps the instance of kinetic TEs intact when rotating their blocks, it only updates their kinetic connections
- Kinetic blocks no longer carry over their rotation and source information when moved by pistons or rotated by bearings
- Fixed crash when pulley retracts without an attached structure
- Deployers now hold onto their stack of items if they match the filter
- Fixed Deployers duplicating activated blocks when not facing an axis-aligned direction
- Fixed belts not properly re-attaching the shafts left behind when destroyed
- Contraptions can no longer speed up themselves when connected in a loop
- Components now validate from time to time if they still have a source
- Some minor refactoring in KineticTileEntity
- Empty networks are now being removed from the network space (fixes memory leak)
- Waterwheels no longer differentiate between a slight side-ways flow and a straight flow of water
- Clockwork Bearing no longer rotates counter-clockwise when facing certain directions
- Nether Quartz can no longer be obtained from crushing Granite, Diorite or Andesite
- Reorganized and Tweaked the current advancement chain
- Removed unused values in recipe files
- Caught up on Item Descriptions
- 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)