Nerfed block deletion around reactor explosion
Added TnTs to reactor explosion for a more (minecraft) natural feeling
Updated reactor laser explosion resistance
Updated reactor to remain active after chunk (un)loading
Fixed reactor energy output too low at high instability
Reduced reactor initial production
Adjusted number of laser packets per cycle
Improved reactor robustness (protection for negative energy, etc.)
Fixed reactor API so computer gets current parameters
Fixed reactor API returning output rate per cycle instead of per tick
Refactored reactor mekanism (mode encoding, random number, energy
generation & side textures refresh)
Fixed AtomicScience support following its integration into
ResonantInduction
Extended Deuterium support when silk-touch mining (untested)
Added reactor recipes for IC2/TDK
Updated reactor to increase power with instabilities so players want to
take the risk
Updated reactor offline state to remain unstable and loose its inerty
Fixed reactor texture glitches when exceeding limits (too unstable,
etc.)
Added reactor effective energy output for easier monitoring
Removed reactor usage as a battery (wip)
Minor fixes
Merged Reactor & latests fixes
Updated a few functions to static
Removed dead code (casts, imports, etc.)
Fixed overlapped properties with local variables/parameters
Fixed parameters modifications
Added a few null-check
Added missing @Override
Updated WarpDrive block description to WarpDriveCore (players were
confused)
Updated cloaking core (removing frequency, add enable state)
Fixed Peripheral.equals checks
Fixed Camera falling
Added dirty fix for IC2 support in new reactor
Disabled oxygen for creative players and dead/invulnerable entities
Added tentative oxygen level display, increased drown damage
- Fixed RF consumption giving ~16x more energy than expected (core &
cloaks energy usage are back on track)
- Fixed RF consumption leak when block was almost full
- Fixed particle booster not updating it's side texture (energy level)
- Fixed mininglaser loosing items when chest is full (it'll now drops
the extras and stop the mining)
- Fixed mininglaser & radar exceptions on bad arguments from
ComputerCraft scripts
- Fixed radar to actually scan
- Fixed mininglaser logic & timings, added a warm-up phase
- Fixed mininglaser ignoring glowstone in ore-only mode
- Improved beam FX to be generic, static (missed merge) and without log
spam
- Improved laser lift to go through signs
- Improved mininglaser to show its state with right clicking and
textures
- Improved air propagation lag (20 -> 40 ticks rate)
- Updated radar to detect all cores (previously you had to have a
controller connected)
- Updated mininglaser to match BuildCraft quarry speed and power usage
- Updated mininglaser to scan in spirals instead of stripes and show the
current layer scan
- Updated mininglaser to evaporate all liquids and stop on forcefields
- Updated mininglaser to retry same layer until it's done, notably
flowing liquids
- Added integration with AdvancedRepulsionSystem
- Added mininglaser mine & stop scripts, including support for LAN wire
connected laser (just place a advanced computer next to a mining laser
and wire all others to that one)
- Added radar ping & scan scripts, very basic for now
- Fixed air generation & rendering
- Merged translation support and other changes since initial merging
- Improved performances (linkedlist vs arraylist, etc.)
- Fixed memory leaks (cloaking notably)
- Fixed cloaking coils remaining visible, etc.
- Fixed oxygen not required in space
- Fixed entity respiration corrupting world blocks
- Fixed ship 'deleted' when jumping too high in space or hyperspace
- Fixed /space command from command blocks and console
- Fixed no collision when jumping below bedrock or above sky limit
- Fixed controller lua script to get size after jump
- Fixed insane collision damages
- Improved logs spam & readability (partial)
- Improved performance on Moon/gaz world generation, gaz/air rendering,
cloaked players, etc.
- Improved uncloaking special effect
- Updated moons to be more frequent
- Updated collision damages to be done at target on multiple points
- Updated asteroid fields to be more frequent, use more height and have
a spheric shape
- Updated asteroids to be twice more corrupted
- Updated ship and cloaking size limit from 100 to 127
- Added overworld world border, initial TransitionPlane support
and more...
Merged assets from all known branches
Added custom lua script preloaded on computers
Added custom warp sounds 10 & 30s by Deadalus Project (previous was only
4s)
Added debug texture for air propagation
Cleaned up client overlays for cameras
etc.
Refactored a bunch of block logic to move block initialisation from the
WarpDrive class to the block's own class.
Nuclear reactor component which draws a tonne of heat from components
and the reactor Very quickly.
Nuclear monitor which uses lasers (of course) to remove the heat from
laser focuses VERY VERY quickly at the cost of energy.
Added a creative tab just for warpdrive, because
CreativeTabs.tabRedstone isn't the best place for lasers.
Made WarpDriveConfig completely static; there can only ever be one
instance of it (hence WarpDriveConfig.i) and there should never be
multiple copies of the options.
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.