aerowarptics-1.3.0.jar
Curse Maven Snippet
What's new
# Changelog
## 1.3.0
### Added
- **Rift Modulator** - the fun one. Bolt it on next to a Rift Drive and you get to decorate the rift it
tears open. Pick a core colour and a rim colour (sixteen swatches each - left-click for the core,
right-click for the rim), crank the intensity anywhere from a whisper to *far too much* (25–200%),
and choose a theme. It all follows through from the aperture to the corridor to the shockwave you
arrive on. Costs a slow trickle of Rift Essence, and only while the drive's actually warping - leave
it unfuelled, unlinked, or with matching colours and nobody's the wiser, it just looks like a plain
old drive. Faces whichever way the drive does.
- **Five rift themes.** And these aren't paint jobs
- **Standard** - the one you already know. The world getting shattered, no fuss.
- **Clockwork** - a great toothed gear with little satellites spinning against it and an honest-to-god
working clock face across the middle, hands and all. Cranks up under load, then irises open like a
camera shutter.
- **Arcane** - two dozen runes around the rim on their own flickering schedules, a
seven-pointed star scratched across the face.
- **Ember** - a mouth, frankly. Eighteen fangs biting inward and breathing, seven eyes peering in
from outside and *following you around the room*.
- **Starlight** - three real tilted orbits leaning out of the rift's plane, with planets that swing
round behind it and vanish for a moment. Drifts apart on a slow twinkling spiral.
And all of it wears whatever colours you picked, no strings attached. Want a hellmouth in baby blue?
Go right ahead.
- Every machine - Drive, Gate, Probe, Siphon, Chute, Modulator - now talks to a Create Display Link.
Point one at a Modulator and it reads the drive it's dressing up.
- New Ponder scenes and advancements to go with all this - including **House Colours** for the
Modulator - plus some catch-up scenes and advancements for last version's beacons and fissures. Tap
**[W]** over the Handbook and it drops you straight into the Ponder chapters now.
- Rifts throw lightning. Off the torn edge of the aperture, crackling down the corridor behind it, and
every so often a bolt reaches all the way to the ground and leaves a faint shimmer on whatever it
hits for a few seconds. Not particles - actual drawn lightning, sharing the same glow as the fire and
cracks. Toggle it with `riftLightning` if it's too much.
- **Theme Buttons.** When selecting a theme, they show a little particle effect in the gui.
### Changed
- A gate's opening is a **real block** now - the **Rift Portal** - instead of something your graphics
card was faking. So it lights the room, holds the exact shape of whatever weird ring you built, and
is just *there* the instant the chunk loads. Walking through feels the same as ever.
- The portal pane got some polish: it's see-through like a nether portal now, and fades in and out
properly when a gate opens or closes.
- Holding a gate open **costs essence over time** now, not just to dial. A base rate plus a bit per
block, ticked every second, and only the end that dialled pays. Config `gateUpkeepCost` /
`gateUpkeepCostPerBlock`, both to zero if you'd rather it stayed free.
- Rift Drives are tesseracts now. All five tiers. They look great, trust me.
- The Singularity's `instability` setting actually does something to your warp exit now, which it
embarrassingly wasn't before.
### Fixed
- **Gates on ships finally work.** Build one on an airship or a land vehicle and it just... didn't,
before - the dial panel wouldn't open and even a live connection never spotted anyone stepping
through. Turns out a block's address on a moving hull isn't its world address, and both checks were
assuming otherwise. They do the maths through the hull now, whichever way it's pointed.
- ...and a sneaky follow-on to that: you could cross *onto* a ship through a gate but not back off it.
A hull keeps track of who's standing on it (that's how it carries passengers through a gate as one
lump), and that same bookkeeping was quietly deciding those people couldn't be crossing a gate on
their own hull. Fixed.
- Killed the idle-disconnect timer. Gates don't hang up on you just for standing around any more -
only when they genuinely can't keep going (no essence, no rotation at the dialling end).
- Fixed a jdk issue where the java noise was using a jdk only algorithm
- Warp has been stabilised, should work more often correctly.
- Siphon tanks now have transparency
- Gui's have been tweaked and should now show correctly on Gui scale: Auto
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