- 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
- Server speed sync no longer goes nuts when server speed increased from low tps
- Flimsy attempts at better syncing a bearings' current angle
- Portable Storage abilities are (for now) available to the Barrel only
- Deployers can now be mounted on moving structures and will activate at every visited block position
- 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
- Fixed Tree fertilizer spawning grass when growing large spruce trees
- Nerfed durability of the Deforester
- Items dropped by a tree cut with a Deforester now 'fall' away from the player
- Blockzappers can now be used together with the Symmetry Wand
- Fixed deployer not looking in the right direction
- You can now put items on Crafters directly
- Tree cutting is less lenient about whether the trunk was fully cut or not
- Fixed filtering not looking past first matched item if said item doesn't have the required amount
- Wrench can now be used properly on most kinetic components
- Cogwheels now offset their placement to correct locations automatically
- Hand cranks have to be attached to a block now
- Mixer and Press can no longer be placed directly above a basin
- 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
- Added option to add recipes for mechanical crafter exclusively, with a maximum grid of 9x9
- Cleaned up recipe registry foundation
- Fixed recipe type namespace issue
- 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