dynamicnetworks-0.1.2-26.1.2-beta.jar
Curse Maven Snippet
What's new
New
- Added Node Connectors.
- Added a Wrench for enabling and disabling connector side links.
- Added connector-based routing for:
- Energy Nodes
- Item Nodes
- Fluid Nodes
- Multi Nodes
- Node Connectors can now extend node routing to nearby machines, tanks, inventories, and energy handlers.
- Added connector visuals that match the connected source node type:
- Energy
- Items
- Fluids
- Multi
- Added invalid connector visuals for conflicting connector paths.
- Added connector-path chunk loading support from chunk-loading nodes.
- Added a Chunk Loaders GUI page for nodes with chunk loading enabled.
- Added player and server chunk loader count display.
- Added per-player chunk loader limit display.
- Added server chunk loader limit display for operators/admins.
- Added node custom naming support.
- Added custom node names to node GUI titles.
- Added tooltip support for long node names.
- Added real node block models with connector arms.
- Added mode-colored node sides/connectors.
- Added Energy Storage charging/usage visual state.
- Added data-driven Fluid Routing Rules using datapack JSON files.
- Added generated default fluid routing compatibility rules for several tank/generator-style mods.
Changed
- Node Connectors are passive internal extension blocks.
- Node Connectors do not expose Energy, Item, or Fluid capabilities to other mods.
- Other mod pipes/cables should interact with Nodes or external machines, not Node Connectors.
- Connector side links can now be controlled with the Wrench.
- Wrench-disabled connector links split connector paths.
- Connector clusters now require one valid active source node side.
- Connector clusters with multiple active source nodes are treated as invalid.
- Invalid connector clusters no longer route resources.
- Invalid connector clusters no longer extend chunk loading.
- Node connector arms now represent physical attachment.
- Node arms now represent active/usable side connections.
- Disconnecting a node from a network clears external target visuals while keeping physical connector visuals.
- Reconnecting a node to a network restores valid external target visuals.
- Chunk-loading nodes now also load valid connected connector-path chunks.
- Chunk loader quotas now count active node-owned loaders instead of every connector chunk separately.
- Fluid routing now uses data-driven target classification instead of hardcoded target guessing.
- Fluid routing now prioritizes valid consumers, matching-fluid storage, explicit tanks, and fallback tanks more reliably.
- Network GUI behavior around permissions and multiplayer access has been improved.
- Create Network remains separate from connecting a block to a network.
Fixed / Improved
- Fixed Item Node routing through connectors.
- Fixed Energy Node routing through connectors.
- Fixed Fluid Node routing through connectors.
- Fixed Multi Node routing through connectors.
- Fixed same-node mixed-side routing for Item Nodes.
- Fixed same-node mixed-side routing for Energy Nodes.
- Improved same-node mixed-side routing for Fluid Nodes.
- Improved connector visuals when connector paths are built backward.
- Improved connector visuals when connector paths are split or merged.
- Improved connector cleanup when source nodes are removed.
- Improved connector cleanup when nodes disconnect from networks.
- Improved connector cleanup when networks are deleted.
- Improved connector chunk-loading cleanup when:
- nodes are removed
- nodes disconnect
- networks are deleted
- connector paths are broken
- connector side links are toggled
- configs reload
- the server restarts
- Improved protection against item duplication and item voiding.
- Improved protection against energy duplication.
- Improved protection against fluid duplication and fluid voiding.
- Improved mixed lava/water fluid routing behavior.
- Improved support for datapack overrides of fluid routing rules.
- Improved node GUI title handling for custom node names.
- Improved long node name display with truncation and tooltips.
- Improved Energy Storage visual reset after world load/restart.
- Improved multiplayer network permissions and access handling.
- Improved network list syncing after permission and visibility changes.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
This mod has no related projects

