Made a bunch of config stuff static
Changed things to access static config values
Removed unused imports
Added basic workings of transporter
Changed a few more TEs to use WarpDrive.debugPrint
Made TileEntityShipScanner an extension of TileEntityAbstractLaser
Removed some unused variables
Switched from @PostInit and similar to @EventHandler
Changed some Vector3.add to Vector3.translate
Moved the sendLaserPacket function into its own abstract class (had to
extend WarpChunkTE for mining laser and things)
Made beamFX debug messages much more concise.
Tidied up cloaking field callMethods to use new toInt functions.
Made laser lift try to move stuff every 8 ticks rather than every 40 to
eliminate the slow feeling.
Made a custom laser calling function in laserLift since source and dest
are the same in nearly every call.
Made BeamFX only use the grey texture since it can just colorise it.
Changed a few System.out.printlns to WarpDrive.debugPrints.
Added config option to turn debug mode on or off
Added base TE class to be lazy with some functions (e.g. for computer
input and Math.min(Math.max(a,b),c) replacement
FXBeam can be any color (green for tree farm, blue for mining)
Made so machines define their own parameter using abstracts.
Added green version of mining laser for tree farm texture.
Added grey version of FXBeam for when it doesn't match any normal color.
Moved majority of the code out of the mining laser class.
Things which are not specific to any laser block harvester (such as
finding a particle accelerator or harvesting a block) have been moved to
the TileEntityAbstractMiner abstract class.
The only things in the mining laser are the things related to the
operation of that particular laser.
Added:
+ ShipMod based on Archimede's Ships
Fixed:
* Airgen cost now cheaper
* Added call in superclass on WarpDrive block breaking
* Added CC monitors warping workaround
* Increased power of laser emitter
* Added getBoosterDXDZ method to get side, where boosters connected to
laser emitter
* Add Atomic Science uranium in space gen and mineables list
* Added recipe of Ender Pearl from uranium balls
Fixes:
+ Critical laser targeting bug
+ Miner collects bedrock
+ TileEntity instances duplication after jump
+ Air does not spread in hyperspace
+ Lift radius was too big
+ Jump ships ignores air blocks
+ Moved space respawn to Overworld
+ Fixed energyNet issue with AirGen
+ Added layer offset to mining laser
+ Changed recipes
Added:
* Added support coremod: WarpDriveCore
* No gravity in spaces
* Jump Gates
* In space now needed oxygen cells to breathe
* Lasers: laser gun, mining laser, laser lift, particle booster
Fixed:
+ Fixed warp isolation
+ Fixed ores list memory leakage
+ Star core: added ICBM rockets intercept and kill them near star
+ Moons now protected with bedrock
+ Fixed generation: last ore in ores list will never be generated
+ IC2 EnergyNet interaction fixes
+ Radar now add 255 to target's Y if target in space, or 512 if target
in hyperspace
+