IndustrialWires/changelog.md
2018-11-18 18:05:38 +01:00

8.1 KiB

###Minecraft 1.12.2

####Version 1.7-32

  • Fixed connectors not rendering properly without IC2
  • Fixed parts of the mechanical multiblocks not rendering when Optifine is installed
  • Changed some values for the mechanical multiblock sound

####Version 1.7-31

  • Fixed accidental conversion from FE to EU
  • Fixed connectors not blowing up as intended

####Version 1.7-30

  • Fixed crashes when IC2 isn't installed
  • Fixed connectors allowing too much power output
  • Added a config option for some of the wires' properties
  • Updated chinese translation (thanks @DepletedPrism)

####Version 1.7-29

  • The wires can now transmit FE as well as EU, but not both at once
  • Fixed the Marx generator not charging beyond a quite low voltage

####Version 1.7-28

  • Added the Redstone Controller: Others, it allows control panels to interface with Project:Red and Charset wires
  • Rewrote the control panel redstone code
  • Added localization for IW's multiblocks
  • Fixed issues with zero-length mechanical multiblocks

####Version 1.7-27

  • Fixed panel components causing issues on dedicated servers
  • Added an automatic update checker (Using the Forge update JSON)

####Version 1.7-26

  • Added Mechanical Multiblocks (energy storage and EU<->FE conversion)
    • There will be an explanation video for these once I have time to make one
  • Fixed the small mechanical converter blowing up tin wires
  • Fixed wires not joining their outputs correctly
  • Fixed wire connectors not breaking when the block they're on is broken

####Version 1.6-25

  • Updated to IE build 77
    • IC2 wires cause damage
    • Added insulated versions of gold, copper and tin wires. Due to heat sensitive insulation the transfer capacity is half of the normal capacity
    • Added feedthrough insulators for all IC2 wire types
  • Wire coils now automatically "merge" when picked up
  • Config values are applied to the game directly now

####Version 1.6-24

  • Fixed an infinite energy bug
  • Changed the default value for maximum energy conversion

####Version 1.6-23

  • Added a command to allow taking screenshots of Marx generator discharges (/ciw triggermarxscreenshot)
  • Panel components have to be shift-clicked to place them in the world
  • Fixed wire coil crafting
  • Added a recipe for the Seven-Segment displays

####Version 1.6-22

  • Added a Seven-Segment display for control panels
  • Panel components update their values as soon as they are changed in the GUI
  • Fixed a crash when breaking a panel with buttons, locks or toggle switches on it under special circumstances
  • Fixed server crashes when using panel components with a second controller id, but no channel set
  • Fixed various NPE crashes with control panel models under heavy load
  • Fixed wrong panel component ordering with raytracing

####Version 1.6-21

  • Added shaders for the Marx generator and Jacob's ladder
  • Fixed wires connected to a Marx generator on a server being invisible
  • The Marx generator actually gives output when processing ores now. Oops...
  • The "safe distance" formulas for the Marx generator in the manual now match the real safe distance
  • Improved rendering of the Marx generator in the manual. Some of this is only enabled with maven build 275+ or official build 75+ (not released yet)

####Version 1.6-20

  • Added the Marx Generator, an alternative ore processing method
    • Hearing protection absolutely required!
    • You may need to do some math and measurements for ore processing to work. It will kill entites just fine without any science
  • IC2 is no longer a hard dependency. The wires and converters will obviously be disabled without it
  • Vastly improved snapping in the panel creator
  • Added some Mirage (Albedo) compat
  • IW is signed now!
  • Analog panel components can interact with 2 channels now, rough and fine control
  • Fixed GUI background and item tooltips
  • Fixed some components resetting when the chunk is unloaded
  • Chunks with control panels properly unload now

####Version 1.5-15

  • Components can be placed in the world now to use the as conventional levers/etc.
  • Added documentation on the key ring. It also shows all attached keys on the tooltip now
  • Fixed some bugs with key ring crafting
  • Fixed control panels causing disconnects on servers

####Version 1.5-14

  • Updated to Minecraft 1.12
  • Added a recipe for the key ring. Kind of forgot about adding one when I added the ring itself...
  • Fixed wire length crafting leaving wrong coils when the output has maximum length
  • Fixed some more connection issues with control panels

###Minecraft 1.11.2

####Version 1.5-19

  • Fixed a crash with SpongeForge, chunk loading issues without
  • Fixed some components resetting on chunk unload

####Version 1.5-17

  • Backported some fixes from 1.12

####Version 1.5-13

  • Labels no longer break the model cache and cause lag
  • Labels don't break on dedicated servers any more

####Version 1.5-12

  • Added tilted control panels
    • Panels are no longer created from machine casings, there is a dedicated item for that now, the Unfinished Control Panel
    • Angle and height can be configured in the Engineer's Workbench
  • Fixed a CME when multi-threaded chunk rendering is enabled
  • Fixed control panels not connecting or disconnecting properly when a panel connector between the panel and the RS controller is broken/placed
  • Improved the performance of the control panel hitbox rendering

####Version 1.5-11

  • Updated to Minecraft 1.11.2
  • Added Panel Meters to monitor a redstone signal with reasonable accuracy
  • Multiple components on the same panel network can modify the same signal now without causing undefined behavior
  • Lock Switches no longer break the model cache

###Minecraft 1.10.2

####Version 1.4-18

  • Fixed a crash with SpongeForge, chunk loading issues without
  • Fixed some components resetting on chunk unload

####Version 1.4-16

  • Backported a lot of fixes from 1.11 and 1.12

####Version 1.4-10

  • added lock switches for control panels (backport from 1.11)
    • Can only be turned on by someone with the correct key to prevent unauthorized access
    • up to 10 keys can be added to a keyring to reduce inventory spam
  • IC2 items can be added to the appropriate sections of the engineers toolbox (backport from 1.11)
  • Components (lighted button, indicator light, etc.) on panels now actually light up (backport from 1.11)
  • Fixed power loss when no energy is being transmitted

####Version 1.4-9

  • added Control Panels
    • They can be used to control and monitor a lot of redstone signals from a few blocks

####Version 1.3-8

  • the converters and the motor don't have missing textures any more when using Chisel

####Version 1.3-7

  • added Jacob's Ladders/High voltage travelling arcs
    • they don't have a particular purpose aside from looking nice

####Version 1.2-6

  • reduced the discrepancies between IC2 cables and Industrial Wires
    • machines don't explode when they shouldn't except in some corner cases
  • potentially fixed missing textures on the mechanical converters
  • added Chinese translations (thanks SihenZhang)

####Version 1.2-5 (10,000 download celebratory release)

  • added mechanical converters and the rotational motor
    • they convert between IE rotational energy (windmill, dynamo etc) and IC2 kinetic energy
    • Rotational motor: produces IE rotational energy from IF
    • No lossless conversion
    • Can be disabled in the config
  • wire coils show when they are out of range (to match the behavior of IE coils in the latest dev version)

####Version 1.1-4

  • fixed an insane amount of log-spam in an edgecase (probably a Vanilla or Forge bug)
  • added config values for wire length per connection and per coil item

####Version 1.1-3

  • fixed incompatibility with IE build 48
    • reduced the amount of calls to core IE classes to make such incompatibilities less likely
  • fixed localization of the creative tab

####Version 1.1-2

  • wire coils now use a different amount of wire depending on how long the connection is
  • wire coils are crafted by placing any amount of IC2 cables and/or the corresponding wire coils in a crafting table now
  • added Glass Fiber Wire
  • changed license to GPL3
  • changed the amount of connectors/relays the recipes yield