File Details
ICBM - Classic 1.12.2-4.0.1b75-UNSTABLE build 75
- B
- Apr 1, 2020
- 6.39 MB
- 3.5M
- 1.12.2
- Forge
File Name
ICBM-classic-1.12.2-4.0.1b75.jar
Supported Versions
- 1.12.2
Curse Maven Snippet
Highly untested and may break world
Current release unspecified
- Removing note in change log about builds generating logs This is no longer done and was only part of our bamboo process.
- Updating change log
- 4.0.1
- Unit test for fix #293
- Fixing EntityGrenade#hasCapability infinite loop
- changed packet code to use byte instead of int for the missile action
- fixed missile blast getting broken
- Updated for the possibility of rotation being increased by more than 360 degrees in a single update iteration
- Fixed EMP tower always using the same blast regardless of gui setting. This closes #277
- fixed emp tower not changing modes on gui correctly
- made emp tower spin animation slightly smoother
- Added dustSulfur and dustSaltpeter to Forge oredict which allows icbm-sulfur to be used in other mod's recipes. This should fix #286
- SQ: Cleaning up warnings spotted by sonar in TileCruiseLauncher
- SQ: Cleaned up creative tab logic Sonar detected a broken return in the createIcon() logic. While looking at this I noticed the entire method was no longer needed. As well that the sorting logic could use a pass to reduce complexity.
- Changed IExplosiveData#getTier() to be non-null
- SQ: Fixing duplicate value warning
- Removing random from defuse tnt logic Original goal of the change was to remove the 'new Random()' being created each call. However, I noticed the random drop physics was not really needed in this case.
- Fixed code coverage not pushing to sonar
- Adding JaCoCo coverage report generation to tests
- Removing sonar property file This seems to confuse the gradle task
- Moving sonar back to a different job from build Should help speed up processing
- Changing sonar src path to see if detection changes
- Switch sonar to gradle task Seems we can't use the github action directly to act as a different job
- Adding sonar property file
- Adding sonar job to pipeline
- Added sonar and pipeline badges to readme
- Added sonar to gradle
- use entity id instead of position for size sync
- remove unused imports
- Fixed broken lag translation
- Fixed some command output issues
- Added tests, translations, and some cleanup for command remove
- Added test utils for repeat usage
- Expanded testing for lag command and added translation
- Reworked how blasts are removed
- Simplified ICBM lag logic
- Reworked remove command
- remove unnecessary method
- simplified and improved red matter entity attraction
- heavily optimized red matter blast. This and the previous commits close #207
- improved red matter evap
- synchronize redmatter size with client every 10 ticks
- Added unit tests for lag and remove commands
- Added unit test to blast command for ~ from player
- Updated MCJunit to 1.3.2
- Fixed blast spread using x for all ~ inputs
- Finished implementing spread command changes and tests
- Finished bad command tests for blast trigger
- implemented redmatter grow and evaporate mechanics [WIP], still lacks client syncing
- attempt at properly saving exploder entity
- potentially fix #269
- attempt to fix #270
- fix #267
- Adding more handling for unknown commands and more tests
- Added unit tests for bad command input length
- Added unit tests for long version of blast trigger
- Added translations and blast state handling for blast trigger output
- Working on unit tests for actual blast call
- Added unit test for blast spread help command
- Added unit test for blast trigger help command
- Updated MC Junit to 1.3.1
- Improved help command handling
- Removed the old dummy command sender
- Cleaned up blast command
- Split blast command into smaller commands
- Added command groups
- Decoupled sub command from command base
- Updated test for blast help command
- [Untested] Added distance to spread command and cleaned up usage
- Toying with idea plugin to attempt to fix test run directly
- Fixing tests due to changes in dep
- Updated MC junit to 1.3.0 to fix errors
- Updated gradle wrapper
- Updated MC Junit to 1.2.0
- Added some unit tests for command blast
- Moved getNumber() to CommandUtils and added unit tests
- More test coverage for CommandICBM
- Fixed tab complete not returning
- Fixed spread command not using z axis
- Fixed remove command not processing server version of the command
- Fixed test order breaking tests
- Updated MC JUnit and disabled fail fast for testing
- Removed ? alias for help
- Added unit tests for CommandICBM help command
- Finished up line coverage for CommandUtils
- Fixed unit test cleanup of world
- Added more unit tests for getEntities()
- Added unit test for getEntities()
- Added unit tests for parseRadius
- Added unit tests for isMissile()
- Added unit tests for isICBMEntity()
- Moved more functions to CommandUtils
- Moved removeFront() to a util class and added a unit test
- fixed redmatter blasts not moving towards eachother
- tried to add saving of the exploder entity, although its not working for some reason.
- cleanup
- Added tab complete for sub commands
- Changed how help command works and set as default if command is not found
- Extracted remove and lag command into sub commands
- Disabled the stale bot thingy
- add ability to close issues.
- add workflow's
- Create stale.yml
- Updated russian localization file (again) (#263) Updated russian localization file (again)
- Updated russian localization file
Highly untested and may break world
4.0.0
- Fixed grenade and bomb cart missing from creative tab
- Changed unit tests to run in their own folder
- Added deobf mc junit and fixed grenade throw test
- Enabling unit tests in gradle
- Manually adding MCJunit dep
- Disabled the stale bot thingy
- add ability to close stale issues and pull requests.
- Changed blast list command to use streams
- add workflow's and update build.gradle
- Attempted to unit test grenade throw
- Updated mockito version and added override for final class mocking
- Started on unit test for ItemGrenade
- Cleanup, Set ItemICBMBase to be removed, Migrated some usage of the class
- Added capability support to entity grenade
- Changed Entity grenade to use a builder pattern
- Little cleanup of grenade code
- Notes for later
- Changing EMP tower to use ExplosiveRefs for EMP blast factory
- Changing blast factory createNewBlast() to create(), Added a few helpers
- Unit tests for EMP tower firing logic
- Added unit tests for EMP tower multi-block
- Moved antimatter scheduled task to its on method
- Cleaned up Antimatter pre-fluid remove logic to take advantage of stream filters more
- fix #261 and related issues
- fix config option disabling block/entity damage when removing redmatter
- fix nuclear missile not working and add NONE tier, fixes #255 EnumTier.NONE is used for blasts that do not have any content registered with them
- fix typo
- fix #256
- potential fix for #257
- fix #258
- more temp fixes for #251
- Fix small mistake.
- Fix EMP Tower multiblock There were slight mistakes in the code here.
- address warnings and comment out/remove some unused code
- use GlStateManager wherever possible
- fix #252
- fix #251
- remove battery box
- Resolve stack overflow, fix #253
- fix #250
- Update ClientReg.java
- Update ModelCruiseLauncherTop.java
- Update ClientReg.java Fix sides...i think
- no, scala! bad scala!
- Cleanup of left over stuff in Antimatter
- disallow antigrav from picking up liquids, fire, and more
- Reworked antimatter to better handle queues and threads
- Removed antimatter specific code from thread
- Set flying block to setBlock() instead of despawning
- Started threading anti-gravity but its not done
- Added a queue complete handler
- write less data into the spawn data and add helper method
- fix explosion data not being read from nbt
- call cruise launcher's initFromLoad from readFromNBT to fix world load issue
- Fixed cruise launcher not rendering missile on world load
- Fixed rotation math for cruise launcher
- Added support for remotes to cruise launcher
- Toyed with beam render, Added animation scale up and down
- Added texture animation to beam render
- Renamed beam render params and documented what each part does
- Added colors for beam render
- Renamed reg event and added some docs
- Switched grenade and cart over to their own ex reg for fuse
- fixed bad cast
- implemented explosive registration
- Started work on making each fuse per content registry
- Assigned IDs
- improve launcher screen bounding box
- add config options to disable launching missiles using redstone
- move spawnMissileSmoke method to client proxy
- set the condensed explosive fuse to 0
- use new air particle for missile smoke and decrease age of them
- translate chinese variable name to english
- use Block#isAir check where applicable
- use helper for antimatter cleanup radius loop
- tweaked configs
- Set force to lock
- Force IDs
- Improved pathing and general logic for gas blasts Reduced it repathing every tick, storing its next path, and changes it to not loop every blockpos check for can effect entity
- fixed formatting
- Added further changes
- add myself to credits and order by abc like before
- reordered changelog to match version numbers
- use button field to better identify clicked button for launchers
- rename some "te" named variables to "tileEntity"
- fixed description, updated credits
- Update ru_RU.lang
- Update ru_RU.lang
- Delete .travis.yml
- Delete zh_CN.lang
- Add files via upload
- Fixes #195
- Fixed rocket launcher fire tier limit not being checked correctly. Fixes #188
- Fixed NPE while updating blast position This is why you do not push rewrites to main... my bad
- Fixed several cruise-launcher crashes. Refactored some variables. Fixes #182, fixes #172
- Fixed BlastMine's usage of shrapnel blast I blame IDEA for now doing a full build and missing this in the usage.
- Added more set methods
- Created BlastEvent Pulled from EmpEvent and made into a generic class for use in future events
- Fixed #184 Neglected to update the model type when loading in the new models a few days ago
- Converted nuclear
- Convert shrapnel to new system
- Renamed position to location, Started work on replacing Explosion handlers with lambda factory Rename is to avoid conflict with vanilla using the same field name in a super class. Lambda factory will replace basic usage with the goal to completely phase out the handlers. The idea will be to register simple interfaces to handle creating the blast and displaying data. Reg of explosive to each type will be handled by a different system. This way we can free up as much bloat and refine the explosive system. Then once complete we can implement an API to register new explosive types.
- Mac stuff
- Fixed localization and some renders for xmas missiles
- Disabled Debug
- Fixed speed min being too low
- Improved projectile spawn points
- Added fire projectile, Fixed projectile target trace, Added mini-gun creeper
- Langs and reduced snowman fire rate
- Updated snowman model
- Finished zombies, Split into two missiles
- Moved mob models to own folder
- Implemented snowman mob for xmas missile
- Fixed missiles not trigger in redmatter
- Moved mobs to their own folder
- Finished off elf skeletons Changed texture and added friendly fire check
- Renamed RenderShrapnel to RenderFragments
- Update skeleton model, Added ice shard shooting
- More work on xmas missile
- Create LICENSE
- Worked on xmas missile
- Fixed radar for cruise missile launcher too, as mentioned in #181
- Added missile distance change detection for radar. Fixes #181
- Fixed insane missile acceleration after being simulated. Added more debug info.
- added config setting for displaying missile launches in the log
- Sync
- Moved map height to variable in preparation for Cubic Chunks support
- Improved rejuvenation blast: improved block updating, added config option for regenerating structures
- Added nuke recipe support for Atomic Science
Highly untested and may break world
4.0.0
- bump version so we don't miss this later
- add semi-complete changelog for blast-rewrite
- fixed broken translation
- made missile module craftable with damaged flint and steel. This fixes #190
- cleaned up some stuff, added proper kill messages, scaled damage with exposure time, etc. Since this is now considered to be done this fixes #97, fixes #96 and fixes #95
- added translation files for the new chem blasts
- removed old chemical blast and replaced it with a new version, with optimized logic
- added new particle which is similar to smoke, but doesnt move upwards on its own
- remove unused imports to fix build
- add individual config for block/bomb cart/grenade fuse times
- improve creative tab sorting
- tie bomb carts into explosive fuse time
- ensure that explosive registries cannot be locked twice
- localization fix
- improve render of explosive block's entities
- fix explosive sliding around after ignition
- small language file restructure and removal of s-mine key
- localize tier and add tooltip colors
- move a prefab class to correct package
- remove overhead due to calling a method twice
- add way to launch missiles in cruise launcher via gui and redstone
- update german translation
- english localization fixes
- use LanguageUtility#splitByLine instead of splitting by comma
- fix LanguageUtility#splitByLine not splitting correctly also improves line length as 120 was way too much for tooltips and adds a convenience method
- add missing config lang keys
- add final modifiers to event fields where needed
- add event for blast canceling
- add config option to dis-/allow antimatter damaging entities
- add config option to dis-/allow antimatter damaging blocks
- cleanup
- fix antimatter unbreakable blocks config option not working
- optimized (antimatter)blast
- cleanup
- fixed a crash that may have happened when trying to place an explosives with an id that doesnt exist anymore
- updated log text
- remove remnants of regen missile
- remove broken russian lang file
- add another data fixer to remove chinese nbt keys
- small cleanup removes unused imports and renames a method to follow java conventions
- move data fixers to own package
- added nbt string distinctness validation code
- cleanup
- Little rework of blast beam to use helpers
- Rewrote blast rot to be threaded
- Recycling code into helpers, Added some TODO notes
- fix field name
- fix #173
- add object holders addresses #170
- use non-deprecated method to register tile entities
- fix pick block for launcher fixes #198
- fix #206
- now really fix #209 because i'm a dimwit
- fix #209
- class name clarification
- fix #218
- prevented laser designator from triggering multiple times updated todo
- fixed the gps tool not working properly under some circumstances
- fixed copy paste error
- this one may help with #213
- fixed a possible issue which may have caused missiles being spawned into wrong dimensions if two missiles were simulated in different dimensions increased tick-efficiency which should fix #232
- made launch smoother, added another launch effect, decreased pre-launch timer
- set breaching charge fuse timer to zero
- updated breach charge algorithm, fixed breaching missile explosion not working properly when firing it EAST or WEST
- fixed breaching blast pass through blocks. Fixes 208
- remove import of non-existent class
- fix class names and delete some unused models
- only loop item registry once in creative tab this change also automatically adds all items that were previously missing to the creative tab
- order items by tier in creative tab
- add tier info to ItemBlockExplosive tooltip
- Reworked endothermic
- Finished up rework of exothermic
- fix missed %1 for translations
- Half fixed endo and exo blasts
- Fixed spawning saying it was erroring even though it wasn't
- Nicer scale for sonic
- Little rewrite of blast order, Changed sonic to push in a ball rather than strait up
- replace Shape3D's double fields with EulerAngle
- change %1 to %s for string replacement
- move field to top of class
- don't recreate chemical blast aabb each tick
- fix launcher tile's inventory name
- put dispense behavior in separate classes
- localization fixes
- actually use datafixer
- Reworking endo and exo to use threads
- fix radar station tile not being removed properly when block is broken
- use enum for push type and emp mode
- fix nbt name
- add nbt constants
- Fixed creative players being hit with potion effects
- Fixed crash on missile unmount
- Scaled audio with ticks in air
- Fixed dump fire missiles crashing the simulation system
- Added missile flight audio
- Reworked missile simulation to handle chunk unloading better
- Implemented detonation height
- Fixed recipe error
- Added audio for missile launch
- Fixed launch button position, Removed energy text as we have a bar
- add creative tooltip to rocket launcher
- use constants for packet ids
- add possibility to launch missile via gui and redstone
- Updated some recipes to the new format
- add more events
- Added recipe and ingredients work arounds for dynamic registry
- Added a few methods to content registry
- Changed reg names for content registries removing 'ex_'
- small improvement
- add data fixer for explosives
- fix explosives type not persisting
- add and modify some events
- remove unused imports
- fix mutation blast
- fix conventional grenade and condensed explosives exploding too quickly
- fix explosives model/texture rotation
- fix clownsface texture not being right-side-up on anvil explosives model
- fix redmatter explosives name
- fix gui background and tooltips not being drawn
- Reworked capabilities
- Added maps to store logic for explosives blocks
- Moved explosive init class to reg package
- Fixed cruise launcher saying wrong type
- Fixed launcher not firing
- Fixed NPE when using remote laser
- More API additions for blast, Fixed more save/load issues
- Added config for day night switch
- Added config for threads
- Fixed a few data issues with explosive block Fixed save/load Fixed pick block Removed extra packet code Added capability
- Added explosive capability to missile item Might fix renders but can't test right now
- Fixed model errors
- Somewhat have models working again Seems to be some data issues, the models work as in not erroring. However, missiles render only the basic version now.
- Block textures sorta work They show up when placed but block updates reset to fallback texture.
- Moved glass pressure plat to the redstone tab
- Fixed localizations, non-English need updated
- Models half work now Block and missile models do not work yet. However, the basic item models are functioning using a dynamic system with 1 json per explosive type
- Fixed loading issues and errors
- Moved capabilities to new package, Started on launcher capability imp
- Added launcher event
- [Errors] Replaced old launcher interfaces with new capability interfaces Still need to implement the changes
- Added missile events, Changed launch method inputs Launch method now uses doubles instead of a vector. This should make it easier for other mods to use the information. I still need to make a generic handler to allow launching a missile with simple (world, start, end, missile data[stack]) inputs. That way we no longer need to manually build the entity in each using object. As well can do more creative things in the future.
- Finished datafixer for explosive block entity
- Sync
- Moved items, blocks, and models each to there own reg class More Cleanup
- Changed over explosive entity to store original stack This will matter more later when we start encoding a lot of NBT to the itemstack. As well will play into more complex features such as encoding data for blasts before placement. Old version encoded after placement and was generally not user friendly.
- Moved entity registration to its own class Cleanup
- Added explosive capability to entity explosive Testing is going to be a pain but this will be cleaner in the long run
- Added explosive capability to items
- Added capabilities for ex & missile, Removed old missile handlers Will re-implement the specialized missiles later. Main goal right now is to get the new registry working and move everything to be API driven.
- Moved classes and packages around Really need to sort everything out more but this will do for now
- Compiles again
- More work Convert most of everything over to using ids... which is pointless as we are going to abstract to capabilities soon anyways.
- Moved explosives over to registry, Added more hooks, Finished converting remaining ex
- Removed old VE license from class headers
- Slowly inching forward, Added listener methods to reg interfaces
- Fixed #185
- Started gutting IExplosive usage So many errors 0.0
Highly untested and may break world
3.4.0
- Push to 3.4.0 Increased version before I forget
- Added specific registry interfaces, Added enable to ex data
- Created content registry mechanic as its own interface This will allow better handler as content will not just be an on/off switch. Instead mods can register handlers that each have unique properties assigned to the handler for dealing with explosives as content.
- More work We will be using content IDs to track what explosives go to which sets of items.
- Start of the explosive registry
- Converted antimatter and xmas blasts
- Sync
- Updated EMP tower to use event The blast itself uses the event but the tower now checks if the blast triggered before consuming energy.
- Converted most of remaining explosives Still a few that need converted but can't due to special handling.
- Converted sonic explosives
- Converted repulsive explosives
- Converted chemical explosives
- Removed ISave Was not used
- Sync notes
- Implemented simple blast factory interface Idea is that we will build blasts using a factory method/expression that calls to interfaces. The interface will allow changing the properties of the blast without understanding how it works internally. As well it will prevent changing the blast after it has been created. With an event being implemented to allow overriding before creation.
Highly untested and may break world
3.3.0
- 3.3.0
- Added block edit queue to slow block placement to reduce lag Needs a lot more work as we have traded performance for wow factor.
- Threaded antimatter
- Reworked threading system, Implemented new thread system for nuke
- Set Iron Plate to not register with an ore name as its unused Having an ore name breaks some mods which looking for valid items. Since the ICBM iron plate is invalid its best not to set it as usable by other mods.
- Added German Ruhrtahl_X-4 Historical Air to Air missile designed by the germans in World War II
- Improved blackhole-water situation
- Fixed black holes not attracting each other
- Missed spike recipe sulfur dust
- Added recipe for cruise launcher
- Fixed cruise launcher item texture
- Added item model for cruise launcher
- Enabled & Updated cruise launcher
- Added energy bar to radar UI
- Added energy bar to launch screen
- Added energy bar to EMP tower
- Added support to activate launcher base from frame
- Added support for placing missile in launcher from screen
- Changed launcher base interaction (sneak + right to remove, right to open UI if no missile in hand)
- Changed UI background for EMP and launch screen
- Fixed radar not switching colors for missiles
- Fixed formating and missing translation for mouse over missile position in radar
- Added translation keys for Radar gun
- Fixed explosive blocks dropping when exploded
- Changed over blast TNT to check for material air
- Changed damage to be 30 for anvil fragments
- Reworked fragment entity class, Fixed #150
- Added a play audio to blast class Should prevent some explosives from triggering without audio
- Replaced global dep with local dep list
- Renamed a few methods
- Added batch script to build workspace
- Added run and out folder to gitignore
- Implemented ordered sorting for creative tab
- update cursegradle
- Updated for latest snapshot
- Updated IC2 api
- Added redmatter death message
- Made blackhole affect players
- Fixed Blackhole being able to be seen through blocks.
- Fixed missiles not getting removed from inventory when firing them using the rocket launcher.
- changed simulation behaviour to prevent missile from not being simulated in some cases
- Fixed javafx crash
- update wrapper
- Removed iron plate recipe and deprecated its use Fixed #142
- Fixed #135
- Fixed #132
- Moved multi-block render registry to proxy Mainly to remove warnings from MC plugin
- Fixed #139
- Sync
- Fixed some more audio issues
- Fixed sounds not using event, Fixed sounds not working
- Fixed emp cap not using modid for event
- Fixed missiles not being destroyed by EMP
- Improved emp tower animation and audio handling (audio is not fixed yet)
- Fixed concurrent crash rendering radar GUI Likely was caused by getting a packet for updating the entity list while rendering the list at the same time. Fix is not a perfect solution but should work.
- Add config for disabling redmatter movement
- Renamed packet handlers to match usage This issue was spotted while working on AtomicScience. In which the handlers were named incorrectly causing order of register to be incorrect.
- Fixed #123 unable to place pressureplats on ex blocks
- Removed size scale on redmatter animation, Smoothed animation to be continious Massive improvement on visuals for redmatter. First fix was removing size scale that caused a pulse that was painful too look at. After this animation time was increase from 200 to 4000, with a ramp up and down time. This time causes the beam count to increase and decrease over 3.3 mins. Creating a very smooth animation that when combined with the rotation changes looks very good. Rotation change involves seperating out the time scale from rotation scale. It now rotations about 200 tick animation time. As well was changed from 90 degress to 360. This by itself results in a very smooth animation that is hard to notice changes.
- Renamed explosive block render to RenderExBlock Should reduce confusion when looking for explosion render vs block render
- Changed projectile's ground check from material air to is air Might improve handling a little
- Added runtime check to redmatter to prevent thread stall Temp fix, the code will need to be rewritten to prevent the issue. As the redmatter when it has no blocks can run so long as to stall the game out. This doesn't actually cause the game to stop working. Rather it gives the impression of a freeze. In order to fix this a simple runtime check of less than 30ms was added. This should prevent complete game failure.
- Added kill blast to /icbm lag command This will destroy the blast controller and thread. Was added as removing the entity was not always enough to solve the problem.
- Started work on sub commands, Added ~ support to blast
- Added second registry of command with name icbm Only will register if ICBM 2 is not installed
- Re-added energy to large thread, Renamed some vars
- Documented missile code a little, Improve missile render position
- Fixed issues with breach blast, Added handling for entity rotation
- Added explosion start event to all blasts, Added detonate event to TNT explosions
- More adjustements to thread large explosion
- Slight improvement to large thread performance
- Added a check to run preExplode if it was never called
- Added more debug
- Fixed blast nuclear destroying itself early
- Fixed missing error output in ThreadExplosion
- Added debug setting for threads, Changed how thread marks as completed This also includes a change to errors for no blocks found. From now on this error will only show when debug is enabled. As it can be completely normal for a thread to map no blocks.
- Code cleanup, Docs, and Fix for console spam
- Added scale option to blasts, Added blast chat command, Close #110
- Fixed #119 adding a config for sulfur drops and other loot drops
- Reworked thread creation and result tracking Results are now store on the blast itself. This should improve handling but will need a lot more work.
- Small rework to how threads are handled, Added unload event to kill threads
- Fixes #120 crash in post explode for threads
- Fixed overlap between IInventory and IItemHandler Seems both interfaces share the same method... but one will be changed into srg names on compile. This will cause crashes for mods trying to access the inventory. To solve for this I removed the IItemHandler code from ExternalInventory. Then added a wrapper to go around the class to re-implement the support as a seperate object.
- Fixed sound reg json
- Fixed shift click for battery container, Fixed texture, Added temp custom textures
- Finished battery box render and GUI
- Worked on battery box
- Fixed json warnings
- Removed check for radioactive block Will add a custom block eventually rather than taking the risk that the mod will find a usable block
- Re-added textures
- Temp remove to fix lowercase vs upcase not syncing
- Added sulfure to creeper loot table
- Fixed TileEMPTower triggering tile creation on world load
- Rewrote ICBM command Fixed some issues including not working for console Added back lag command Temp removed EMP command, will replace with blast command
- Fixed multi-block breaking tiles it didn't own Only happened in set rotations due to the double stucture break call (on player break, on break)
- Simplified EMP tower recipe so it will work
- Added loot table entries for crafting items This will allow access to copper ingots mainly.
- Added render and texture for steel clump Textures added are from Resonant Induction... yes I have permission to use them.
- Updated entity registration to use event and builder Testing shows everything still works as expected. However, I did change over all the IDs for a cleaner impression. This will cause save issues but should be expected with an alpha mod.
- Lots of improvements to ICBM commands
- Fix static logger access
- Added recipe for tracker
- Increased wire recipe output from 12 to 18
- Fixed radar and remote recipe
- Added recipes for crafting items
- Added iron plate and steel clump
- Changed screen recipes tier 2 now uses iron instead of steel tier 3 now uses steel instead of gold, can gold wire instead of copper wire
- Added localizations english for crafting items
- Fixed #99 Ya almost all of these recipes were made while I was half asleep. This was expected to happen, hence why the releases are still marked as alpha.
- Added renders and texture for crafting items Chips are by Morton Wires are mine Ingots are recolored vanilla iron Plates are recolored VE sheet
- Should fix #98
- Added simple interaction to battery box
- Worked on battery box
- Finished battery
- Started on battery item
- Moved a few packages
- Started work on adding crafting items Replaces missing items from VE
- Added title translations for emp and missile configs
- Radar gun recipe
- Added recipes for machines and tools As well a few others, couldn't test most due to missing content
- Added AB Missile recipe
- Implemented explosive missiles types Still need to implement special cases (e.g. cluster missiles) and vanilla overrides for missing items.
- Added recipe check if ore dictionary value exists Not sure why forge doesn't have this already
- Fixed block recipes, still need one for EMP
- Worked on block ex recipes, only half work Likely a few minor errors as I did this while half asleep.
- Added grenade recipes
- Added bombcart recipes
- Changed explosives to have a cart so long as a block existed
- Added notes that player can be null for tooltips on items
- Added antidote recipe
- Add button, plate, and reinforced glass recipes
- Added concrete recipes
- Fixed spike recipes
- Fixed missile GUI scale for tier 2 and 3
- Split missiles into seperate files per tier
- Fixed translation split for tooltips
- Fixed signal disrupter tool tip not showing non-functional state
- Fixed potential inf loop in TileMulti
- Fixed placement check
- Implemented placement check for launcher base
- More clean and docs on last
- Cleanup/Documented BlastChemical
- Fixed gas particle effect running with wrong time unit Was running at 8 ticks rather than 100 ticks. This was due to mixup with params while rewriting the effect. In which the old code passed in distance (8) rathern than particle age (100).
- Implemented crude gas particle for chemical missiles
- Documented push/pull code
- Fixed repulsive and attactive not moving entities Was an issue with the bounding box being invalid when created. Would not alwasy break but would break often near the bottom of the map.
- Fixed Anti-Missile not working in general Fixed anti-missile expoding in silo when it had no target Fixed anti-missile exploding any time it lost its target. It will now keep flying Disabled explosion generated on impact of anti-missile. Felt unneeded and will be replaced by the item dropping if it failed to kill a target. Fixed radar triggering on anti-missiles Fixed anti-missiles killing each other
- Adjusted cluster spawn to alternate distance and randomize on target Should give a less uniform distribution of the missiles. Making them feel more enjoyable for gameplay by not producing the same results each fire.
- Minor API change, Finished getting cluster missile working Cluster missile now fires missiles correctly but will need more dev love later. Mainly to improve spawning to prevent glitching through walls. As well to improve graphics so spawning is not instant but time based. In which the missile should spawn from the core and move outwards before firing its engine. Also with this I added a new flight mode called DEAD_AIM. Which should be used for missiles with no guidance at all. Additional to this I added code to set the flight path of the missile in a strait line based on a target point.
- Cluster missile works again Math is not correct nor is the impact point. However, the spawned missiles do spread out and impact the ground. The issue is the launcher pad version is failing to spread. As well the hand held fire version is missing the target and arking up after being spawned.
- Worked on cluster (Completely broken) Pushing code to save this point with the bug. That way I can come back to see how it works after fixing it.
- Reworked a few IMissile API calls to make more sense API is poorly designed and will need a lot of love to get working.
- Renamed targetVector to targetPos
- Fixed some missiles types not firing in creative mode
- Removed missile explosion collider check from getCollider call
- Fixed creeper EMP effect placing fire Need to rework the call to use the data manager later
- IDEA derp Clicked build earlier and it said no errors -.-
- Added capability attachment for creeper and entity item Basicily added the event call to attach the two objects to there respective entity. As well implemented any missing code required.
- Added emp cap for wrapping calls to EntityItem's ItemStack
- Added support for item inventories to EMP
- Implemented new energy system wrapper
- Created new wrapper handler for EnergySystem Replaced old universal energy system. Has a much smaller foot print and should be easier to update.
- Removed old universal energy system Will rewrite rather than update
- Reworked EMP to use capability, Added capabilities to replace some old usage, Moved missile class New system will use capabilities for any and all edge cases save base usage and inventories.
- Replaced old EMP system with capability driven system
- Changed explosive.ex package to explosive.handlers package
- Cleaned up and depricated parts of API, Merged RE folder into API folder, Removed toPos() from IWorldPosition Removed any unused API class in order to cleanup and understand what was needed. Merged Resonant Engine API folder into ICBM API folder to reduce clutter. Removed toLocation() and toPos() from IWorldPosition to reduce issues using API objects in other mods. Starts on EMP events and working on cleaning up some functionality.
- Toyed around with redmatter render code
- Add more missile configs
- Removed unused GUI textures
- Removed unused textures (barbed wire & sentry base)
- Updated grenade textures by (Archadia aka Kroma)
- Changed launcher delay from 100 ticks to per tier (100, 80, 60)
- Fixed laser detonator not linking to screen
- Fixed state placement
- Fixed NPE when breaking multi tile
- Fixed render distance, Fixed #85
- Fixed missile scale
- Decreased launcher power need and added power configs Configs will need translation keys added later
- Implemented config annotations
- Added config to disable power checks
- Added inventory handling for capabilities, Fixed multiblock crashing on world load Crash was due to multi-block being created on TileEntity#onLoad(). Seems this is a bad idea to generate new tiles as it causes a concurent mod error. Which makes sense as the world is currently adding tiles.
- Added capability transfer for frame and base Will try to get capabilities from frame to base, and from base to screen. This allows power transfer and inventory support when added.
- Added early coded to handle capabilities for the multiblock
- Added checks to kill multiblock if no host
- Enabled multi-blocks, Fixed a few minor issues
- fix gradle scripts and add .okhttpcache/ to .gitignore
- Switch out getFront() with getDirectionVec() for Pos(EnumFacing)
- remove VE Dependency from build.gradle, Update scripts to new format
Highly untested and may break world
3.2.0
- Version 3.2.0
- Fixed simulation system to not sim when player is riding, Fixed player not ejecting from missile
- Updated documentation
- Fixed missile riding
- Added ore dictionary sulfur for explosives
- Fixed #148 Added battery recipe
- Fixed hz field for radar not sized or lined up right
- fixed unload chunk cooldown
- Radar alarm range -> detection zone, Renamed alarm range to detection range, Renamed safe range to trigger range Rename should make life easier and alarm range works as a detection range
- fixed missile going sideways and blowing up when world is saved
- fixed simulation duration being 1 all the time
- Changed destroy to release the ticket
- Fixed hand held launcher tooltip
- Added missing event annotation, Fixed NPE on world destroy
- Added debug info, Adjusted simulation speed
- mixed missile not flying to the correct target location
- Setup WSD system, Cleaned up code, Added missile data saving
- fixed crash that happened when the missile came out of simulation
- Improved saving, Simplified code
- Fixed rocketlauncher trajectory. Removed particles when a missile flies downwards.
- Fixed missiles not reappearing after coming out of the simulation. Fixed chunks being forced twice and then being unloaded to quickly.
- [BROKEN] Broke Rocket launcher trajectory. (can only fly a horizontal line). Issue lies in EntityMissile most likely. Moved missileSimulationHandler simulation code into world tick event rather than separate thread. Fixed an issue that caused the Air detection code for determining whether or not to spawn launch particles, to fail.
- [BROKEN] Broke Rocket launcher trajectory. (can only fly a horizontal line). Issue lies in EntityMissile most likely. Moved missileSimulationHandler simulation code into world tick event rather than separate thread. Fixed an issue that caused the Air detection code for determining whether or not to spawn launch particles, to fail.
- Formatting and cleanup
- Moved missile package out of entity package
- added missile smoke improved simulation code
- implemented missile simulation WIP
Highly untested and may break world
3.1.0
- 3.1.0
- Fixed 'icbm remove all' not removing redmatter entity
- Fixed screen and not frame not clearing tile when removed
- Added built bat
- Implemented IC2 support on MultiTile
- Added IC2 support Still needs more work but is a start
- Fixed #126
Highly untested and may break world
3.0.0
- Version 3.0.0
- Fixed #90 missing server proxy Minor issue, neglected to update the proxy data when I removed the server proxy class
- Removed hard dep on coding lib
- More boiling down work
- Moved VE packages into ICBM, Boiled away more unused code
- Removed IPosWorld usage Tired of having two versions
- Fixed GUI translation keys
- Fixed rotation of tier 2 launcher
- Added tier 2 & 3 screen model, Fixed tier 2 launcher item rotation
- Added spike recipes
- Fixed tiering data, Implemented support frame item render
- Implemented screen item render, Started on support frame item render
- Fixed config crash for exothermic
- Extract inner classs out of BlockICBM to make code cleaner
- Fixed localizations
- Tier 2 & 3 launcher base models plus item render
- Started working on launcher item renders
- Implemented item render for radar station
- Fixed server side crash due to loading model domain on wrong side
- Sync
- Removed dep OC check
- Temp removed version injection for VE Somethings wrong and I don't have time to toy with it. For the moment it will be disabled until a time it can be fixed.
- Should fix VE maven path
- Changed version # to include MC # This should improve traceablity between versions and reduce overlap.

