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CHANGE_LOG-MC1.7.md

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INFO

This log contains changes made to the project. Each entry contains changed made after the last version but before the number was changed. Any changes made after a number change are considered part of the next release. This is regardless if versions are still being released with that version number attached.

If this is a problem, use exact build numbers to track changes. As each build logs the git-hash it was created from to better understand changes made.

Versions

3.#.#

Runtime Changes

Development Changes

3.0.6

Runtime Changes

Development Changes

3.0.5

Runtime Changes

  • Added: fill + drain checks for centrifuge & extractor

  • Added: potion effects for radiation exposure

  • Added: Reset of radiation map every 5 mins to fix bad data (temp fix)

  • Added: blocks for fluids

  • Added: radiation cut off lower limit, sets radiation to zero when under values

  • Added: early version of ISBR model render for steam funnel

  • Reworked: radiation pathfinder and calculations.

  • Changed: wrench shift check to use GuiScreen.isShiftKeyDown() to midigate possible crashes

  • Changed: reator recipe to use fluid cell instead of powered cell

  • Changed: water radiation negation from 10% to 15% by default

  • Changed: radiation pathing to have a flat reduction when radiation falls below a limit flat limit = (reduction * 1000) Ex: water -> 0.15 0.15 * 1000 = 150mili-rem

  • Implemented: raytracing for radiation (allows blocking radiation from reactors with walls)

  • Fixed: radiation adding in creative mode

  • Fixed: radiation values not being the same on all sides of a sources

  • Fixed: radiation values not pathing correctly

  • Fixed: radiation not decaying through walls correctly

  • Fixed: radiation not calculating from center of sources

  • Fixed: radiation not calculating to center of blocks

  • Fixed: rounding errors in radiation math

  • Fixed: missing fluid textures

Development Changes

3.0.4 - 6/1/2018

Runtime Changes

  • Added: Slot validation for centrifuge

  • Added: Slot validation for extractor

  • Added: Fluid wrench support to centrifuge

  • Added: Fluid wrench support to extractor

  • Added: death mechanic for radiation, entities will take radiation damage until dead.

  • Changed: Radiation death point from 1000 to 10000

  • Fixed: Slot validation for boiler

  • Fixed: ThermalExpansion recipes loading without the mod

  • Fixed: Map data clearing on player death (caused by game unloading chunks while moving the player)

Development Changes

3.0.3 - 6/1/2018

Runtime Changes

  • Added: Wrench color orange

  • Added: Orange color for energy slots

  • Added: insert limits to boiler slots

  • Added: colors to all processing slots

  • Added: tooltips for all processing slots

  • Added: wrench recipe

  • Added: thermal expansion compatibiliy recipes

  • Added: config to disable base recipes

  • Changed: slot types for processing machines to match expected input

  • Fixed: processing machine models being slightly in the ground causing z-fighting

  • Fixed: NEI showing 16 turbines

Development Changes

  • Added: Orange to WrenchColor enum for output slots

  • Added: ISlotToolTip

  • Added: handling for ISlotToolTip to auto add tooltips to GUI from slots

  • Added: override to disable base recipes

  • Added: override to disable repacement items for recipes

  • Added: helper methods for getting recipe items

3.0.2 - 5/30/2018

Runtime Changes

  • Added: Configs for content & features

  • Added: Settings to disable radiation system

  • Added: ISidedInventory support (hopper and pipe support) for reactor cores

  • Added: Mechanic to move lowest time rod to bottom of reactor stack

  • Added: Damage display to fuel rods

  • Added: Display info to fuel rods

  • Added: particles to show machines runing

  • Added: particles to show when machine finishes a recipe

  • Added: particles to show when reactor is running

  • Added: Gui edge colors to tanks and slots

  • Added: wrench (adjustor) with: Modes: Rotation, items, fluids, redstone Colors: green, yellow, red, blue, purple

  • Added: tooltip for tanks

  • Improved: handling of entity item radiation tracking

  • Fixed: GUI localizations

  • Fixed: NPE when checking if can output fluids from processing machines

  • Fixed: Fuel rods being usable beyond time limit (timer going negative)

  • Fixed: Inventory stack size on reactor core (now 1, instead of 64)

  • Fixed: Fluid cells not emptying into processing machines

  • Fixed: Boiler recipe consuming 1mb waste instead of 1000mb

Development Changes

  • Added: check if a fluid or itemstack was supported by a recipe

  • Added: call backs to recipe to allow items and fluids into processing machines

  • Renamed: tank fields to reduce confusion

3.0.1

Changes

Full rewrite not based on the code from 1.6.4, 1.5.2, or Resonant Induction versions

Following is a list of content created for the version. As this is an initial release of the rewrite. Which does not include all content as the focus was on a minimum viable product.

New

  • thermal system -> stores heat values

  • thermal mechanics -> spreads heat via a thread

  • radioactive material map -> stores radioactive material values

  • radiation map -> stores radiation values

  • radiation mechanics -> calculates radiation from sources

  • radiation damage -> harms entities from radiation

  • Waste recovery mechanics -> all processing machines generate waste

  • Contaminated Mineral Solution -> Byproduct of ore processing

  • Contaminated Mineral Water -> Byproduct of hexafluoride processing

  • Contaminated Water -> Byproduct of processing waste and output of reactor

  • Reactor Waste -> Replaces toxic waste from old mod. Also output of reactor

  • Toxic Mineral Waste -> byproduct of reducing toxic fluids into a solid. Contains some minerals as dust and can be refined into dust

  • Toxic Waste -> byproduct of reducing toxic fluids into a solid

  • Dust loot table -> used in the extractor for for Toxic Mineral Waste processing.

  • Recipe objects -> all processing machines support adding new recipes

  • Configs -> mod is heavily customizable with most options being exposed.

Recreated

  • Protective armor
  • Fission reactor core
  • Extractor + recipes
  • Boiler + recipes
  • Centrifuge + recipes
  • Fuel rod
  • Breeder Rod
  • U235 Pellet
  • U238 Pellet
  • Heat probe
  • Fluid Cells
  • Yellocake
  • Uranium Ore
  • Turbines
  • Steam Funnel

Removed

  • Old heat system -> used too much CPU
  • Old events -> used too much CPU
  • Potion effects -> didn't allow for good gameplay and potion IDs are limited
  • Reactor explosion -> will be replaced by a meltdown event and hydrogen explosions
  • Dependency on large lib -> mod is standalone to improve user experience
  • Localizations -> part of rewrite, can't tell if they are valid

Old content

  • All models and textures are from the old mod.
  • Models have been updated as .obj from .techne
  • A few textures have been fixed
  • Some textures have been added

Changes

  • No old code is being used beyond a few interfaces from VoltzEngine (previously ResonantEngine which the mod used)

  • All processing recipes produce waste

  • Heat is no longer actively released from reactor. Being replace with a more static system that calculated heat, spreads, and then cached heat to reduce CPU usage.

  • Radiation is no longer a potion effect. It is now handled via its own system.

  • Radioactive blocks are no longer used. Radioactive material can now be applied to all blocks, items, and entities.

  • Steam is no longer generated by events. Instead it is calculated based on thermal system.

  • Turbines and steam funnel no longer use events to get steam. Values are calculated and cached based on map data.

  • Fluid cells are no longer simple items. Any cell that used a fluid is now a fluid container. This allows any fluid to be stored.

  • Dark-matter was replaced with strange matter. This was the original name of the item and matched better with current science understanding.

  • Antimatter & Strange matter are now fluids. Both can be stored but are limited to powered fluid cells.

  • Turbines will create a new tile per power system. This is to reduce complexity required to support several power systems on a single class.