- Changed maximum generation chances "to compare with" to 1.0
- Changed config values to doubles (and divided the default values by 10.000)
Why? Because "15 out of 10.000" is super trivial.
Now, if you set the chance to, for instance, 2.5 (out of 1), this means that there will generate exactly 2 gateways per chunk + a random chance of 1 out of 2 for a third one. Under 1.0 will still follow a normal distribution, though.
- Removed soft FoamFix dependency
- Sorted a switch case tree by key
- Added conversion for that 1 World Thread in 1 dungeon
- Made translateId method more sturdy by hardcoding some fall-back values, so FoamFix doesn't crash it anymore.
- Changed Schematic author SK to full name: SenseiKiwi
- Added minimum required and maximum allowd MC versions
- Added setup for a minimum FoamFix version (for when they fix their Fast Hoppers)
- Lowered the minimum required Forge version to 1.12.0's earliest version
- Added workaround so FoamFix at least doesn't crash DimDoors for now
- Maybe we should actually make this the default?
- Added a method to dynamically fetch the NBT_TYPE of NBTStringTags
- Made Loot only generate into empty inventories
- Rewrote the Loot generation code, to make it more concise by reusing previously duplicate lines
- Removed dispenser_fire loot table, because the dispensers that needed to light something, can now do so with their old 0-durability Flint 'n Steel
- Succesfully spent 4 hours writing Item NBT conversion code for that one Written Book's contents that took me 20 seconds to convert manually
- Added a method to dynamically fetch the NBT_TYPE of NBTTagCompounds
- Re-added StringUtils
- Added a simple String Array search method to StringUtils
- Added a counter for pistons and tnt
- Removed counter for Warp Doors on Sandstone, because we know those amounts by now.
- Fixed the TileEntity NBT not getting read properly
- Split the block counters from other logic
- Expressed my rage
- Moved `rift.markStateChanged();` to later, so it only has to be done once in-code
- Patched the conversion of that one Warp Door that was placed on SandStone on the bottom of a pocket.
- Made sure that Transient Portals DO close after they have been passed through.
- Removed double replacement of Monoliths
- Made sure that @runemoro 's generic TileEntity generation code writes to the **output** list of TileEntities
- Add setBlockState to Schematic
- Add Schematic constructors that generate an air-filled pocket of the right size
- Add blank pockets
- Add void pockets
- Make /pocket command takes you to center of pocket
- Quick registry null pointer fix
- Transferred author, open/closed, and weight info to the json, added nice names for some of the dungeons
- CamelCase -> snake_case
- Removed _o suffix
- Changed all "1" and "2" suffixes to "a" and "b" for conistency, added "a" suffix when there was a file with a "b" suffix
- Removed all "a"/"1" suffixes when there was only one
- Changed "Unstable" Door to "Chaos" Door everywhere in the code and resources.
- Moved "colours" from en_US to en_GB and put 'Murican "colors" in their place.
- Added lang keys for coloured ancient fabric
- Complemented nl_NL lang file
- Fixed the loot generation of Fabric of Reality in dungeon chests (Temporarily was Alternate Fabric, because of the 2 -> 16 colour change.)
-Changed build.gradle jar file versioning
-Fixed generatePocketSchematics task
-Made Travis use the correct version automatically
-Made Travis publish the sources as well as the binary
- Set dungeon weights
- Implement warp door
- Enable monoliths in dungeons
- Set correct author on schematics (from file name)
- Make grass in pockets less dark
- Fix lighting bug
- Major simplifincations to the TileEntityRift class and destination classes
- Use a graph in the RiftRegistry for simpler tracking of rift sources and targets
-Toned down default config values for Private and Public Pocket sizes
-Set up PocketTemplate, SchematicHandler and json files for future
dungeon weighting changes
-Converted normal doors in old pocket schematics to DimDoors
(SchematicConverter)
-Tried to enable Transient Doors
-Tried to add destinations to in-pocket rifts, a.k.a. Warp Doors and
Iron Dimensional Doors (SchematicConverter)