Infinity-Nexus-Cables-Neoforge-1.0.3-26.1.2
Curse Maven Snippet
What's new
V: 1.0.3
Add:
- Cable metrics: press K to open a per-save metrics screen with operations, moved volume, success rate, average latency and a four-band hop distribution (1-8, 9-32, 33-64, 65+), filtered by channel and Operations/Volume/Latency modes. The screen also lists the 80 slowest cable faces, keeping only the highest-latency sample per face from the last 10 minutes, with latency in microseconds and administrator-only teleport to the source cable. The hop chart names the active metric and shows its unit once, and a 10-minute freshness bar marks the oldest sample with a 5-minute midpoint and an expiry tooltip. Metrics persist as
SavedData, refresh automatically, can be reset by gamemasters and include a CurseForge feedback button. - Metrics semantics: attempts include timed calls that move nothing, while operations count only successful transfers; both values match when every call moves resources.
- Hops panel: an info button next to the face switch lists every insert in the selected extract face's network (for redstone, every INSERT output in the network), with its block icon, coordinates and distance; the header shows
Hops: current/maxand clicking a destination closes the GUI and highlights the target block for 10 seconds. - Facade hitboxes: full facades use the copied state's shape and collision; altered/partial facades use a full block; bare cables keep the slim cable shape.
- Every cable's Mode button now cycles INSERT, EXTRACT and DISABLED, so a face can be disconnected from the network while keeping its physical cable connection. Added a GameTest for disabled item endpoints.
- Added Entity Cables (T1-T4) for transporting players, mobs, dropped items and experience orbs through air endpoints.
- Added entity category toggles (players, mobs, items, XP), entity id/tag filters, signal control, distribution and per-face limits to the cable GUI and Jade tooltip.
- Added per-face
HereandDestkeep limits for entity channels, with a configurable per-tier extraction scan radius. - Added per-face
All/Passive/HostileandAll/Baby/Adultfilter buttons to the entity page, with clearer filter-button tooltips. - Copyable entities are now recreated with a fresh UUID and added before the original is discarded; players and non-copyable entities fall back to teleport.
- Added global entity filters to the common
[entity]config: blocked ID deny-list and boss/player/named transfer toggles. - Added entity channel support to Universal Cables and updated the Universal T1 recipe.
- Added entity cable models, item tints, recipes, loot tables and English/Portuguese translations.
- Added automated GameTests covering entity transfer, ID/tag filters, mob group/age filters, source/destination keep limits, scan radius, overlapping source/destination scans, topology removal, fresh UUID copying and default categories.
- Added wrench shift-attack facade removal with a face-aligned drop.
- Added shift-click/attack entity registry ID copying to the clipboard with an actionbar message.
Fix:
- Redstone INSERT filters are now covered by GameTest through the full network path: DIRECT caps the signal, and
=,!=,>,>=,<and<=compare the input against the size value before NEGATE/PULSE/FLIP. - Redstone EXTRACT faces now apply their comparator and size value to the incoming signal before it joins the network; previously only INSERT faces filtered, so
< 3or<= 3still passed a signal of 9 through to INSERT outputs. Added GameTest coverage for the EXTRACT path. - Redstone PULSE now emits the filtered signal value for exactly one tick whenever that value changes to a positive value, including between passing values, like an observer; it emits nothing when the filtered result is 0 and no longer emits a false pulse when a cable loads or its face config changes. FLIP now toggles the output on both rising and falling edges.
- Crobrança extra de facade por substituir uma facade existente
Change:
- Facades are now all-or-none; legacy partial facades are normalized to a full facade on load.
- Wrench and facade actions only run from the main hand; the configuration GUI opens when they are held in the offhand.
- Breaking a covered cable now drops its cable item plus one facade.
- Facade light/occlusion, redstone conduction, suffocation and view blocking remain cable-like; only shape and collision follow the cover.
- Universal cables now use the shared Mode button's DISABLED option per channel instead of the separate ON/OFF button.
Removed:
- Removed per-face facade placement/removal and empty-hand facade removal.
V: 1.0.2
Add:
- Added facades/covers: copy a block appearance with an empty facade and apply it to the whole cable or a single face; states are persisted, synced and safely dropped.
- Added the empty facade recipe (4 iron nuggets + 1 glass -> 4 facades), item model/texture and
en_us/pt_brstrings. - Added no-shift cloning: right-clicking a covered cable with a facade copies the stored facade into the held item.
- Added the
renderCableUnderFacadeclient config (defaulttrue) to render the cable model underneath any facade, including glass covers. - Added the extract flange (4..12) to the wrench overlay so
EXTRACTfaces remain distinguishable under full facades. - Added two-step cable breaking: without shift, facades are removed and the cable stays; with shift, the cable and one facade drop normally.
V: 1.0.1
Add:
- Item and fluid cables: added
Keep here, which keeps a configured amount in the source while extracting (disabled on INSERT faces). - Item and fluid cables: added
Keep dest, which keeps a configured amount of each resource in the destination. - Item and fluid cables: added
Slots, a comma-separated 1-based slot list that controls source extraction or destination insertion slots.
V: 1.0.0
Add:
- Created
Version started season 9
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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