Releases: aurilisdev/Electrodynamics
Version 1.5.5 build 0
- Add option for quantum assembler dupe tick time
- Fix fission reactor meltdown logic ( math )
- Dont send any empty packets
- Small refactoring
Version 1.5.4 build 6
Version 1.5.4 build 6
Changes
- Protect against disintegration inside other sealed fields
- Dont produce antimatter cells if you use empty quantum cells.
- Quantum Assembler config option for turning the blacklist into a whitelist.
- Code Cleanup
Version 1.5.4 build 3
Version 1.5.4 build 3
Game Changes
Better antimatter generation. Now based on speed
Fix that the mod doesnt work on servers
Version 1.5.4 build 2
Version 1.5.4 build 2
Game Changes
Fixes antimatter item names.
The consealed status of the fortron field projector works better now and is more consistant
Improve the control panel so it checks 8 blocks in a line behind it instead of having to be a part of the reactor
containment build.
Fix issues with the centrifuge model
Version 1.5.4 build 1
Version 1.5.4 build 1
Game Changes
Stop using the siren texture for everything and use iron bars instead.
Fix bug with block icons for blocks with metadata - code change 5
Only show electric item durability when they are neither empty nor filled.
Add new circuit press! (Can now craft circuits ALOT easier)
Add new circuit press NEI support!
Remove old cable render and change it to a better item texture.
Fix bug where the physica command with an argument "item" would not work. - code change 10
Change superconductive names to superconductor
Add new effect for forcefield previews so it doesnt hover from nothing.
Fix explosion api bugs
Improve fortron field sealed code and isInField methods. Now saves status when unloaded.
Change particle accelerator texture.
Split texture system for all of the submods so they aren't connected anymore
Code Changes
1 Add asset method in EnumConductorType.java so it can be used more in general.
2 Rename Location.java to GridLocation.java
3 Rename Method getElectricityUsage() in ITileBasePowered to getPowerUsage()
4 Rename TONS of files and make them lowercase so it is easier to update to newer versions of minecraft.
5 Add getIconFromDamage() in ItemBlockMetadata.java
6 Improve equals method in GridLocation.java
7 Implement new and improved recipe system that is shared across all blocks that have recipes in them like machines. This can be implemented with other mod apis in the future.
8 Unoverride fields in the TileBase.java
9 Add alot better enum for the BlockElectricFurnace
10 Stop using getItemInUse() in CommandPhysica.java and change to getCurrentEquippedItem()
11 Add alot better enum for the BlockBatteryBox
12 Change battery box power system
Version 1.5.2 build 1
v1.5.2-1 Update revision
Version 1.5.1 build 0
Version 1.5.1 build 0
Version 1.4.6 build 5
Version 1.4.6 build 5
Game Changes
Add a config option that allows you to modify other mods's visuals to use watt ticks instead of RF. This only works on mekanism currently and is on by default.
Decrease turbine max rf so it actually holds the max steam * energy and not the max value of an integer.
Optimize models themselves.
Add a battery box. This has three sub-blocks which is the "Battery Box", the Advanced "..." and the Elite "...".
Fix that the world was generating lead blocks instead of lead ore.
Fix bugs with the coal generator.
Add custom textures for all the machines. They now use a set of defaults plus whatever they use that is different.
Add an electric furnace. This works the same as a normal furnace except that it is faster and uses electricity to run
Remove wattticks from the waila integration.
Optimize model rendering.
Separate wattticks into watt ticks. This also applies to watt seconds and watt hours.
Improve quantum cell texture.
Improve electromagnetic cell texture.
Improve steel ingot texture. Made it darker.
Code Changes
Remove useless code in the CommonProxy.java
Move all source code in the old src/main and separate it. Now there are two new folders, src/core and src/resources.
Stop using ForgeDirection.class in all the places that we can. We now use the custom 'Face.java' This is because of the changes in future MC versions.
Stop using X,Y,Z in all the tileentities that we can. We now use the custom Location class. This is because of the changes in future MC versions.
Stopped accessing worldObj directly. This is also an "abstraction" layer to the old code.
Stopped using the tessellator in most classes and we now use a wrapper for it. This is also an "abstraction" layer to the old code.
Add a custom model loader so that we can continue to use obj models in the future.
Add an abstraction layer for sides in sided inventories.
Remove massive amounts of code frop the javax.vecmath api. We dont need this here? Only used once. Changed to Vector3f's from elsewhere.
Made packet ids more consistant.
Move relative rotation stuff into the face class itself.
Remove parts of the cofhcore api as we dont need it.
Version 1.4.5 build 4
Version 1.4.5 build 4
Game Changes
- Add a radioisotope thermoelectric generator that can produce between 10 and 640 watts of power. It does this by using the radiation from uranium ore.
All you have to do is add a stack with a certain amount of uranium ore into its inventory and it will produce (stacksize * 10) watts of power. - Add a coal generator which can produce between 0-10000 watts of power. For it to do so you just add coal into it and it will slowly heat up.
- Add more spamless messages so it doesnt spam your chat when you get messages from physica but instead uses the same lines over and over again.
- Update ingot textures slightly so that the edges are more in contrast to the rest of the texture.
- Update electricity system so that energy storage is now watthours/seconds/ticks and so on and the power transfer is watt(s). This is more realistic and
fits the theme quite nicely. - Optimixe fission reactor slightly-
- Add custom block descriptions that appear when you hover over physica items. You can also get custom information by pressing SHIFT.
- Fix bugs with the electricity network that caused a power loss.
- Update electricity text so that it shows for example milliwatthours until it has reached 10 000 of said unit and then it goes to the next. It feels more dynamic
and better for certain items. - Update voltage visuals so it shows the "V" after the number.
- Update the multimeter so it has support for all energy receivers and providers in a way where it shows the energy stored + the side output for providers.
- Add custom rendering for the thermometer so it renders the current temperature at all times.
- Add support for WAILA so it shows wattage for physica tileentities.
Code Changes
- Massive changes to API. Moved alot of the API somewhere else so it is not spread around everywhere and is actually a part of the api package. Update the
api so that it used custom events and not just the base events that are implemented in forge. This makes it easier to update the mod. - Add an abstraction layer so that it is easier to update the mod to different versions of forge.
- Improve Physica api usage so that COFHCore which is the main energy api isnt used anywhere other than in the abstractionlayer.
- Update Physica api so that the entire energy api is changed and we now have our own electricity implementations. These can be used by other mods as well.
- Change alot of "energy" names to "electric(ity)"
Version 1.4.4 build 1
Version 1.4.4 build 1
- Stop other mods from using the physica ore in their smelting processes. They can still use it if it is on purpose.
- Fix bug with energy network that stopped certain electric blocks from working.
- Update Aurilis License to add terms for contributors.
- Fix issues with energy cables. Would only accept one connection per block.
- Change infinite energy cable energy amount to Integer.MAX_VALUE
- Stop gas centrifuge from being able to store progress. The gas would just mix again.
- Make the chemical boiler store progress.
- Make the chemical extractor store progress.
- Add optimized version of the turbine model for fast graphics
- Update all ingot textures.
- Update all plate textures.
- Update wrench texture.
- Update wrench rendering so it is rotated in the right way when holding it.
- Remove the Micro Measurement unit since the text was bugged. Lowest is now milli.
- Fix durability bar for electric items. Only shows the bar when it has been used at all. If it has 100% then the bar does not render.
- Reduce hazmat armor durability to fix bugs.
- Remove the energy storage in the reactor control panel