File Details
MekanismAdditions-1.16.1-10.0.0.423.jar
- R
- Jul 10, 2020
- 826.43 KB
- 3.2K
- 1.16.1
- Forge
File Name
MekanismAdditions-1.16.1-10.0.0.423.jar
Supported Versions
- 1.16.1
Curse Maven Snippet
8cb2f2b - Begin work on module system
00f150c - Cleanup
8843c1e - Fixes
4fb5745 - Work on Module Tweaker GUI
f5adfbe - Work on radiation system, add geiger counter + hazmat suit
6c09d88 - Continued work on module tweaker/modification station
592b6a1 - Continued work on Modification Station
f3f5be6 - Fix armor inventory management
1bf8209 - Flesh out Module Tweaker / Modification Station interfaces
aa45601 - Start adding additional items (including MekaTool)
0064a89 - Add module type -> supporting items mapping, fix up some lang entries
8b5ec75 - Fix up remaining issues with module system, major progress on MekaTool (added 5 modules)
1d540ff - Improve silk touch module framework
2ee6be5 - Work on Uranium processing recipes, more tweaks to tweaker interface
6ad7411 - Debug work on radiation, plagued with printouts temporarily
3d6da64 - Polish radiation system
9c84ace - Complete Isotopic Centrifuge, add some additional late-game items
bf51e70 - Stereo -> mono
3c453f4 - Work on Jetpack module and Excavation Escalation module
0046603 - Add Energy Unit, still need to test (alongside excavation escalation unit & jetpack unit)
1d59dca - Various fixes to modules; make Electrolytic Breathing Unit also provide hydrogen to Jetpack
1eb0d89 - Additional various fixes
7996d0c - Merge
4b6431f - Continued module work, need to figure out how to interact with player speed
c15e3f7 - Implement Hydraulic Absorption Unit w/ boost, still need to implement Gravi + Locomotive Boost
aeb9752 - Implement Locomotive Boosting unit, tie into Hydraulic Propulsion unit to interact well
2df6a71 - Gravitational Modulating Unit work. It probably doesn't work yet
e718147 - Improve HUD render (+ add keybind), start on Solar Recharging Unit, fix Gravitational Modulating Unit
60f7e34 - Minor fix
cd0cbae - Fix step boost
78dcd6c - Implement Vision Enhancement & Solar Recharging Vision Enhancement is ~lit~
b0d9542 - Implement Nutritional Liquifier / Nutritional Paste / Nutritional Injection Unit
5b241a3 - Add missing lang entry
e52e565 - Implement energy-based armor absorption mechanics
61b659c - Fix gauges
098792c - Setup Fluorite + Uranium oregen
d685b32 - Fix charge distribution, add canteen
4d4a5c2 - Add missing lang
f550d03 - Fix charge distribution NPE
8173243 - Hopefully fix insane underwater speed glitch
e7d42b1 - Apply underwater throttle to client-side tick
bb9e703 - Minor fixes
5e63f1a - Fixed integer-based emission target splits, some updates to gas attribute system
ab48b49 - Implement radioactive leakage from broken tubes, add radiation chemical attribute and radioactive waste barrels
7b0c709 - Radiation is bad! Added Dosimeter and Dosimeter Unit for tracking a user's radiation dose. Also, fixed sounds not working after death
6094e25 - Cleanup
7cbdaf4 - Tweak plutonium/polonium recipes, fix printout
a213961 - Make radiation stuff configurable, fix radiation shielding, other minor fixes and tweaks
a4c62c1 - Add energy bar for MekaSuit, create custom radiation damage source, modules only use energy when not in creative
f4463b7 - Fix temperature unit crash, allow output gas tanks to accept any chemical attributes
6369e47 - Increase base capacity/pull rate of tubes and pipes, fix fluid + gas gauge overflows, cleanup reactor
d1c9cf4 - Add dummy textures, fix some other asset issues
5986bca - Rebalance interaction between Fission Reactors, Boilers and Turbines A lot of more work is still necessary, but this will hopefully stop abuse of the system
1eb0603 - Improve update delay calculations, improve balance of Thermal Evaporation Controller + Resistive Heater, fix Boilers accepting steam Also, doubled efficiency of steam in reactor to give it a further edge and doubled Turbine steam processing speed
70f13e9 - Fix reactor stats scaling, add a base conductivity value to the boiler, bump fuelwood heater generation
85a33d4 - Lay some multiblock foundations for Fission Reactor
33bd474 - Merge 1.15x into v10 Major merge, lots of conflicts. Will need to test things
a047a04 - Make Oredictionificator handle storage blocks (#6052)
c434c4c - Redesign ore processing + ore generation platform to allow for extremely easy additions. Added lead as PoC
e1878ca - Gas Mask -> Scuba Mask
d679034 - Reactor -> Fusion Reactor
32bc192 - Fix broken merge, other general improvements
78e28c2 - Lay foundations for additional fission reactor blocks
de61dfc - Improve attribute system to be capable of injecting custom block state properties
ab2225e - Large improvements to multiblock system, removing duplicate code and allowing for many multiblocks to not require a separate cache
34cdcf8 - Continue reactor implementation
6978b11 - Add 'Magnetic Attraction Unit' module, more reactor work
6c6405b - Reactor GUI work
80d3c85 - Continued reactor work Need to fix gauge chemical renders & log spam
f08a8a4 - Reactor render work, add scale to magnetic module
b81f510 - Implement Fission Reactor Logic Adapter, some additional fixes
70bd7c0 - Implement Fission Reactor statistics page, allowing for custom rate limit specification Also, add surface area calculations to boil efficiency logic
479bf8b - Add partial fuel injection to reactor, bump production rate, make some reactor values configurable, add 'high temperature' mode to logic adapter
76adfad - Add sound effect to fission reactor
ece15af - Minor package reorganization
6bb7a05 - Concurrently run multiblock sparkle animation, don't run update on same tiles multiple times if the structure isn't formed, apply neighbor caching to only update the multiblock if a viable component has changed
2d64065 - Add recipes for Hazmat Suit / Geiger Counter / Dosimeter / Fission Reactor components
cc4f1e9 - Fix & improve Vein Mining algorithm for MekaSuit
1bd3697 - Minor localization fix, fix slot overlays
22b936e - Add JEI handler for Fission Reactor
9597fe7 - Lay foundations for Mekanism: Defense module
0888476 - Fix some merge conflicts
9984789 - Fix vein mining algorithm
67c3432 - Clean up and improve multiblock cache system This will allow for the creation and merging of multiblocks with dynamic amounts of substance containers (i.e. gas/fluid/etc)
86f8269 - Fix valves and largely improve how they're handled
b9d7e90 - Tidy up a few valve-related things
7dc2fd1 - Apply fix to Fission Reactor
e068e9f - Reactor meltdowns!
f221ff3 - Added Industrial Alarm, to truly complete a Fission Reactor build
f683599 - Work on experimental lightning renderer
08dec25 - Polished Lightning Bolt renderer, confirmed working both in-world and in screens Could still improve 3D geometry of bolts, but seems to work fine with existing implementation
c2f1556 - Start work on Antiprotonic Nucleosynthesizer
4b1d2ab - Nucleosynthesizer recipe + GUI work, bump Universal Cable transmission rates
4dabd8d - Antiprotonic Nucleosynthesizer work, tweak fissile fuel reprocessing recipes, other minor fixes
fda4ced - Induction Matrix fixes, bump some additional tier defaults
ffc6f6c - Work on improvements to side configuration system As a start, Chemical Dissolution Chamber + Chemical Infuser (and Nutritional Liquifier) are now configurable. New structure should allow for any machine to easily have configurable sides. TODO: Electrolytic Separator, Chemical Washer, Chemical Infuser, Isotopic Centrifuge
4f47cf4 - Add a few additional nucleosynthesizing recipes, make Rotary Condensentrator and Isotopic Centrifuge configurable
8ed8d22 - Make Chemical Infuser & Electrolytic Separator configurable
73dc69d - Merge capability changes
e8300ed - Update V10 capability references to use the new system
10ef622 - Make Oredictionificator configurable
ef066d7 - Some experimental work on the bolt renderer. Pushing so @CyanideX can mess around.
5a56ad5 - More bolt rendering improvements, allowing for more realism and easier implementation
561ff27 - Minor package restructuring, additional bolt rendering improvements
9498362 - Cap the Bolt Renderer to a specified refresh rate, fix Industrial Alarm rotation
657f334 - Make GUI title and screen text color configurable
aff9cde - Separate container and block name lang entries
f6f06af - Consolidate external fluid tank interactions
d7bb9bb - Various GUI improvements
c4d3cf2 - Other various GUI improvements
78ee388 - Fix off-by-one background render handling
81cf40d - Center all title text and scale to ensure localizations don't escape GUI boundaries
8ce3c09 - Remove extra title render
d201c1a - Improve 'inner screen' text display, other GUI improvements
2278e71 - Even more GUI tweaks
c6f087e - The GUI changes never stop!
15956e4 - Use a Configurator on an unformed multiblock to troubleshoot the issue!
2b3354b - Localization-ify BlockPos-to-text
3836ca1 - Improve digital switch behavior
62a3759 - Start working on allowing custom coolants for reactors
4d6a0d9 - Continued work on custom coolant overhaul
fa4a792 - Finish implementation of custom coolants for Fission Reactors
3bebafe - Allow PRC, Isotopic Centrifuge and Solar Neutron Activator to accept radioactive fluids (as required by their recipes)
9777cd0 - Fix how we handle caches to avoid multiblock desyncs
682438d - Rebalance the boiler to handle mass amounts of steam
24beac2 - Restructure Dynamic Tanks to allow both gases and fluids
b657593 - Fix sound references in RadiationManager
e58bfb6 - Cleanup NucleosynthesizingRecipeBuilder, and fix the read order being incorrect for the serializer, and a mismatch of writing as an int and reading as a var int
0677b70 - Merge
a62e33c - Work on massive overhaul of frequency system. This will allow for machines to easily track multiple frequencies without extra overhead or implementation. Will go into depth in a future writeup, but efficiency has also been massively improved by switching to constant-time lookups while retaining insertion order of frequencies.
9e21aa9 - Continued frequency system overhaul
8658a68 - Overhaul security frequency synchronization to use container trackers & efficient change detection
9a0da94 - Continue (and hopefully finish) cleanup of frequencies system
f96cbdf - Fix compile issue
2de5543 - Add complete chain of uranium processing (including storage blocks/etc)
5402391 - QIO work
bb02f06 - Continued QIO work, focus on GUI infrastructure TODO: better frequency sync (with item + count info) for GUIs, implement viewer GUI
c5a89c5 - Work on container interactions
54b699c - Various additions and fixes to QIO components
438c610 - Networking improvements Unfortunately forced to use a data request strategy for initial GUI updates as we don't know when the client has fully processed the GUI open packet and opened the respective container.
782c6cd - Save handling improvements, item add algorithm improvements, fix being able to access slot containing QIO dashboard, add infrastructure for item search Also, greatly improve our font rendering.
2860897 - Implement searching + sorting, other various GUI improvements
bb8d275 - Add QIO Dashboard (block variant)
63fbb0d - Add colors to QIO frequencies
791b2a5 - Cleanup
b7bf0e4 - Implement caching of QIO-stored item tags; this will be used for extraction filters
b064208 - Attempt some package reorganization
dd85966 - Reorganize GUI elements
ea57bde - Restructure GUI elements
277ac7d - Implement a confirmation dialog for frequency removal & advanced wildcard matching for use in QIO filters
1d1ea7b - Start on additional QIO units
e264677 - Continued work on importer/exporter
60dc5c1 - Improve handling of sequenced slot displays
90c7d9f - Work on importer/exporter interfaces
640b933 - Container handling improvements
9f57423 - Work on importer/exporter/redstone adapter Exporter logic is pretty advanced, could use another look-over
912c77a - Transition FuelHandler to use chemical capabilities
abf325f - Finish implementation of QIO Importer
9b3e278 - Add a few safety checks for fuels
d812a6f - Improve fuel handling
a8cbdd4 - Long list of improvements Centralize Fission Reactor rendering and render fuel assembly towers as whole units, allowing us to not send block state updates and largely improving performance Overhaul sparkle animation to quickly compute edges of multiblock cuboids rather than run a recursive tile-checking algorithm Fix multiblocks not detecting updates from structural glass Remove old CJ easter egg Add 'build' command to quickly build and tear down large multiblocks for testing Bump up some config options to match output of fission reactor Substantially improve miner visual renderer performance
ab6d86e - Implement QIO Dashboard window size adjusters, fix background render tiling
1b582a9 - QIO LA: don't emit if no items are stored
9c7368e - Implement GUI overlay dragging
f2bed81 - Fancy UI stuff
e9e6d04 - Fix GUI element tooltips clashing with foreground text
bc2f6cc - Bolt renderer improvements
197f127 - Properly implement generically in-world rendered bolts (and add to MAU module)
219127b - Tweak radiation values
56d668d - Implement advanced search queries, still need to make some tests
5d560e7 - Fix various heat issues (#6152)
f541dc8 - Fix frequency neighbor updates
75180a9 - Search query improvements + unit test suite
99e0eeb - Module screen text improvements
f01df08 - Work on migrating to new text field system
8ebee5c - Fully transition to new text field system Aside from cutting down on a great deal of boilerplate code, we now have dynamic focus handling, along with tab-based switching of focused text fields.
aec2ae6 - Improvements to 'checkmark' text button handling
e386cc3 - Additional text field improvements
74a0dcd - Improve filter UIs, add text scaling and other adjustments to text fields
db1d142 - Fully design window system, + window-ize Side Config & Transporter Config displays
86f752c - Add input/output side config option
07ccd4b - Randomize ejection output order, allow ejection through Input/Output config We should reevaluate this to make sure this is desired functionality
98a0ccb - Add an annotation-based container sync system Serves as an alternative to default getContainerTrackers() in case you're lazy
2b5e402 - Multiblock refactor
b94cc14 - Improve SyncMapper to allow custom 'tags' for specific container tracking (implemented in Induction Matrix for stats page)
9639c32 - Work on major improvements to multiblock formation algorithm
29b2d1f - Fix a few issues
ec90802 - A few efficiency tweaks
57ade1d - Final round of multiblock improvements (for now) Switched to 'update request' style of multiblock updates, drastically cutting down on amount of updates attempted during rapid formations Added checks in formation logic to fail fast if a multiblock frame is found that had failed formation in the same tick Cut down on amount of tile checks by using block checks instead Overall, formation logic for max-size multiblocks has been cut from 100-150 ms to 2-3 ms.
7652af6 - Improve Logistical Sorter algorithm We no longer allow ejecting multiple item types in a single tick if they all have matching filters. However, we can now access multiple slots with the same item type for non-ItemStack filters. This will maintain similar (if not better) ejection speed while preventing issues such as #6162.
fd4eefc - One less full-multiblock iteration
b83197d - Fix valves, continued efficiency improvements
b319a96 - Inventory management improvements
1abdb05 - Overhaul transit request/transit response system to avoid repetitive implementations and consolidate inventory mapping
7d47562 - Package restructuring to consolidate lib-like items into their own package
6d9b53d - Clean up finders
b0a33c9 - Efficiency fix
8aa8e13 - Allow use of advanced wildcard matcher by Logistical Transporter & Digital Miner filters
652c0b6 - Fix minor bug
bf7d4da - Fix compile issue due to mappings update and also rerun data generators to ensure things all properly compile
90c39b6 - Run formatter
3597cc0 - First pass at addressing some of IntelliJ's analyze code warnings
e7a0e11 - Continue working on addressing some of IntelliJ's analyze code warnings
e8faa4b - Continue working on addressing some of IntelliJ's analyze code warnings
4b5f600 - Continue working on addressing some of IntelliJ's analyze code warnings
796329c - Continue working on addressing some of IntelliJ's analyze code warnings
bfe6843 - Cleanup some types to allow for using the primitive types
9f5f2ee - Optimize PNGs
6f29f7c - Add CharPredicate and use it as the basis for input validation and create a special case implementation for predicate of a single character. Also do a little bit of misc gui cleanup
c6c1122 - Add back the old lead textures from 1.12 and earlier and improve logic of texture overriding so we can have it so only specific textures are overridden Additionally switch clump, crystal, dirty dust, and shard fallback textures to using JAOPCA's textures. (Thanks TheLMiffy1111)
70537fe - Additional TransitRequest consolidation
21a3142 - Cleanup
25b8699 - Fixes
dae9960 - Experiment with new mesh-based multiblock system
d154adf - Cleanup some logging messages to properly take advantage of various arguments, and improve some messages to show the class name rather than the default object to string
ed1d8ba - Continued adoption of new multiblock system This provides *marginally* better performance than that of the previous system, but also has the benefit that we will *never* run a full update unless a cuboid structure actually exists. This means that UpdateProtocol will not be run each time a multiblock tile is placed when one is building a multiblock structure.
c12fa75 - Redesign structure validation to eventually allow for different kind of shapes @pupnewfster, this will hopefully make it easy for you to add different shapes for the chunkloader/forcefield systems
435d4c6 - Continued work on cleaning up chemical system: - Mekanism's tag manager got redesigned to be more dynamic and only require adding a single line to have it support a new tag type - Cleaned up and further generified tags for chemicals so there is less duplicate code needed for creating all the different wrappers and collections - Started adding the pigment chemical type to make it easier to experiment with making the chemical system easier support custom chemical types as three types of chemicals is easier to experiment as n than two chemicals where it is more tempting to just store things in individual variables
c911a69 - Migrate Thermal Evaporation Plants to new multiblock formation system
d34f50c - Migrate Fusion Reactor to new multiblock system Need to fix sounds, maintaining burn during game restart & energy generation
106e145 - Many fixes (see below) Extra caching for Fusion Reactor Take max bounds of Turbine into account during precheck Allow multiple tags in container syncing Improve SyncMapper special container handling Fix cache handling of multiblocks to prevent outdated data from taking priority Fix Fusion Reactor not continuing burning on world reload/break Fix Fusion Reactor sounds
e0d38c9 - Refactor ingredients for chemical stacks to massively reduce the amount of duplicate code/boiler plate required to add an ingredient for a new chemical type
d3fc83a - Fix referencing wrong IngredientType enum, eventually we should just move this out somewhere
855c152 - Fusion Reactor fixes
b58e715 - Fix some severe heat-related issues
103217a - Lay foundation for SPS
fb80ad3 - Push working progress on SPS- currently broken
49b92f6 - Fix refs to MC method
7e71d03 - SPS work
36a64e8 - Continued SPS work
11eb217 - Start work on making it so there is a better concept of "merged tanks" (tanks that support various types of chemical/fluid but only one at a time). Also add more of the backbone structure for pigments
d5f37d0 - Go through and add the majority of the remainder of pigment handling infrastructure. I believe the only part that is now missing is a slot for handling pigment items and a recipe for converting items to pigments
b66da10 - Fancy SPS rendering
ea6cb5e - Continued effects
e5f14cd - A few enhancements to the color library
435c630 - WIP, start work on converting the dynamic tank to supporting infuse types and pigments. GUI, rendering, and inventory slot still need some work
d1dfc23 - FX work
417bfcc - Cleanup some generics in SyncMapper
94e40e6 - Continue work on moving dynamic tanks over to supporting all chemical types plus fluid instead of just gas and fluid. Rendering and inventory slot still need more work, but the GUI should work properly now
1ee9309 - Make dynamic tank rendering support infusion and pigments, and fix a couple minor scale calculations where dynamic tanks would appear non-empty when they were empty. Also fix a couple minor issues with TOP and our multiblock integration. The slots for the dynamic tank still need to be rewritten to better handle multiple potential chemical types
029c832 - Fix a couple issues for side tab buttons being based off of overall instead of potentially relative position. We now manually specify which side we expect it to be on
50f0776 - Color tiered & special item names, add SPS JEI support, rendering adjustments
3c48e89 - Rewrite HybridInventorySlot's insert, and extraction predicates to properly being able to handle all cases
9f13253 - Small tweak to colored item registration helper
bd4789c - Misc cleanup and also for now use the base infuse type texture as a placeholder for the base pigment texture
8120830 - Start adding recipes for new items, other minor fixes
b6c1545 - Setup the majority of the backend for slurry being a standalone chemical type. For now the old slurries are still registered and used as gases and some of the new slurry code isn't fully setup at a base level but for the most part this commit represents what is required to add a new chemical type
c3efd7d - Go through and further cleanup blocks of duplicate code for various chemical handlers to make adding a new chemical type easier. Also rerun data generators to generate a couple slurry strings
3902797 - Make all chemical types able to be hidden from JEI instead of just gases
3108623 - Set rarities for some items
f7114ab - Additional rarities!
9c5a194 - Mostly finish transitioning slurries from being a gas subtype to using the new slurry chemical type. A better system still needs to be made for properly handling them in recipes, for now the recipes are just commented out. - Also remove the optional tag stripping check from our tag provider as forge has since started only adding it if it is not empty
3548df4 - Work on making interacting with MekanismRecipeProvider easier by creating a system to allow offloading methods to sub providers allowing for it to be more organized
a1e09de - Improve save share handling
93d87cc - Additional fixes
08f74a0 - Add recipes for MekaSuit modules
27f58a4 - More recipes
e40ddd1 - Update textures, add more recipes, new config items, fix durability displays (Fixed commits)
a8f10ff - Refactor some multiblock validation logic to avoid repetition + improve performance
a0b4ad3 - Experiment with multiblock changes, currently very broken
f13b981 - Experiment with trying to further flatten the chemical handler system to have even less duplicate code needed when adding a new chemical type. Currently does not compile
03c234b - Start working on a system to allow for easier abstraction of different chemical handlers away from the tile itself
f0e8c63 - Continued work on refactoring chemical handlers
3b9f7bb - Continued work on refactoring chemical handlers
ba07636 - Continue fixing some errors, and allow tiles to limit insertion/extraction of chemicals again based on tank number/mode
be19117 - Deduplicate a lot of code pertaining to onContentsChanged
fa0e2fd - Make the gauge dropper use the dynamic chemical handler system
3a0685f - Fix TOP multiblock integration for new deduplicated chemical handling. It compiles again
a4188ab - Deduplicate more chemical handling code in PacketDropperUse
835237f - A bit more misc cleanup/organization for chemicals
757004f - Continue work on cleaning up and deduplicating chemicals
a695201 - Continued multiblock formation improvements
0649a6f - Merge various chemical tank implementations to further reduce duplicate code
5f54ac3 - Cleanup
b03d37a - Additional multiblock cleanups, add builders for tank, matrix & evaporation plant
3ae7436 - Fix validation from structural multiblocks
92701c5 - Refactor bolt renderer to allow for easier configuration of independent effects
5412a59 - Fix incorrect material type for glass
c682f75 - Mild refactor, use more efficient quaternion math for SPS effects
75ecaec - Cleanup
0953d67 - Additional cleanup
9408be6 - Improve bolt renderer to more precisely handle bolt lifespans and partial renders
97c7741 - Improvements to Bolt Renderer for better 'memory' spreading, lang fix, revert to old transmitter textures until scaling is fixed
e2212f4 - Change access modifiers on some multiblock variables
dfb871d - Experiment with trying to figure out more properly handling ISTER transforms and declaration, by declaring it all in json rather than wrapping the model and doing all the transforms in code time. Bio Generator now loads from JSON, it still has a couple translations done in code
f38eabe - Remove defaulted transforms
d80c9b2 - Continue work on moving ISTER declarations to JSON
57bebba - Finish moving Mek Generators ISTERs to being declared via JSON. A couple rotations (mainly Z) still are done in code, but for the most part it is a lot more configurable now. Main module ISTERs still need to be done
6204c80 - Start work on moving some of the main module's ISTERs to being declared in JSON
43a311c - Continue work on moving ISTER declarations to JSON, energy cubes and industrial alarm have been moved over. Also don't display the aura part of the alarm model if it is an item, as then it produces a see through effect while in item frames
ba040d9 - Continue work on moving ISTER declarations to JSON, all block ISTERs except for fluid tanks have now been moved over
91e79fd - Move fluid tanks' ISTERs to be declared via JSON
0c78bdb - Move jetpack and armored jetpack ISTERs to being declared via JSON, and deduplicate some code between the two model files
27537f7 - Continue work on moving ISTERs to being declared via JSON; atomic disassembler, and flame thrower remaining
32bb4d3 - New additions to render library, add drive rendering to QIO Drive Array
9f3da19 - Color improvements No more ambiguity in int/double creator functions
e51eafa - Transmitter rendering improvements
25bd0c6 - Cleanup
dd2e4dc - Render library additions
b70575b - Add Radioactive Waste Barrel model
c8fbdbf - Various fixes/improvements to the rendering of the Atomic Disassembler - Make the blade render be translucent - Fix atomic disassembler and flame thrower not being able to render the enchantment glint if forcefully enchanted in creative - Move the atomic disassembler to having all its transformations declared via JSON Also fixed the particles of various resource blocks getting colored when they should not have been
2b256e8 - Minor cleanup to models and make all of our ISTERs for blocks properly be able to render the enchantment glint if they are force enchanted
6b1d9da - Fix dynamic tank fluid rendering
9106344 - Additional fix
adce0f9 - Finish moving all remaining ISTERs (flame thrower), to having the transforms be declared via JSON instead of wrapping the baked model. Minor cleanup to RenderTickHandler Remove some of the Vec3d to Pos3D wrapping where we only read the x, y, z values so there is no reason to be creating a new object
396dfcc - Experiment with new HUD things. Not sure how they'll be incorporated yet but it looks cool!
e04e569 - Merge
15fbfbc - Fix server side crash
57e88eb - Add shields to Mekanism Tools https://github.com/mekanism/Mekanism-Feature-Requests/issues/36 currently there are no recipes, and they are just using copies of vanilla's textures
3afa29b - Convert chemical washer recipes to being Fluid + Slurry to Slurry from Fluid + Gas to Gas. Also start work on some of the framework for having transmission types for all the new chemical types to allow for us to properly transfer them as well as allow for side configuration of them.
9b98dfa - Fix slurry tanks not properly persisting
9bcc709 - Fix a few holders not properly using the side config, and fail more loudly in a few cases when things are added incorrectly
589e040 - Improvements to various quad transformation utilities
998e829 - Generify some ejection code to work better with chemicals, and make the auto eject rates from machines configurable
26a92f7 - Start working on converting the Gas Tank to being a generic Chemical Tank (tier and config options have been renamed). Also perform some general cleanup regarding Item to Chemical conversions, more cleanup will be done when I start work on further generifying chemical recipes
250decc - Work on moving some things from GasUtils to ChemicalUtil and also add some helpers in ChemicalUtil to require less parameters to have to be specified when it comes to things like capabilities as well as cleaner and easier generics in general
e558903 - Finish moving things over to ChemicalUtil from GasUtils, and also generify the different chemical providers into IChemicalProvider
320a90a - Fix tooltips for certain GUI elements
3b0d31a - Convert the Gas Tank block into a more generic Chemical Tank
46d3223 - Improve the name of slurries to be more logical, and fix a couple other minor typos
8a8a166 - Begin implementing MekaSuit models. Very broken currently.
c0e77cf - Merge
60b5ae4 - Work on MekaSuit
a0a971d - Additional model adjustments
5d11e4a - Start work on trying to figure out how to best generify various chemical recipes
d5fe8f9 - Cleanup a few misc TODOs
822ee01 - Start work on refactoring transmitters - Moved transmitters out of the API - Made some things be instanceof checks instead of capabilities
0da8ff9 - Perform some misc cleanup of enum values calls
b3c8b76 - Continued refactoring of transmitters
ca0a53a - Start work on merging some transmitter classes together
49101ce - First pass merging Transmitter and TransporterImpl into their corresponding tiles
2424d8b - Minor cleanup of logistical transporter code
4f39e6f - Further inline the fact that our transmitters are TileEntityTransmitters rather than just using IGridTransmitter
52dd3fa - Continued work on cleaning up transmitters
e1ef350 - Make some instanceof checks more readable
365354a - Better hierarchy for logistical transporter tiles
5e6d060 - Improvements to some of the transporter stack position code to reduce the number of required lookups and make things more readable
0cb2ec8 - Cleanup logistical transporter upgrade data
c17d68a - Transition lots of uses of Coord4D to BlockPos when they do not care about the specific dimension. Also perform some misc cleanup while going over to make sure no bugs got introduced from the conversion
7ca50be - Fix a few bugs with transporter distribution
fa82083 - Make transmitters and their networks have a lighter weight parent variant for when they don't have a buffer (Inventory and Heat networks). This should allow for more work on cleaning up some duplicate implementations, and also cut down on some overhead for networks that are handled differently.
d391eb4 - WIP started abstracting the acceptor cache to separate classes to eventually be able to more easily
0bfaf44 - Continued work on improved acceptor caching. The individual tiles still will only do limited caching, while the networks themselves will have a bit more aggressive caching of the actual LazyOptionals that it is considering for a given position
5459f90 - MekaSuit model improvements
dcab5f9 - Remove the need for most transmitter networks to be actively querying the tiles each tick
255ca9d - Continued work on cleaning up transmitters: - Keep the acceptors for universal cables lazy for longer - Slightly improve performance of transmitters set to pull, by querying the acceptor cache rather than querying the world
8b3ce22 - Replace a few calls with computeIfAbsent, and also transition diversion transporter modes to being an enum
76e96b4 - Implement a dynamic MekaSuit module rendering system with primary suit part overrides
ef841f7 - Further improve caching of acceptors fixing some cases things were not being properly flushed. Additionally performed some minor cleanup to the thermodynamic conductor, and also fix accidentally using side.getOpposite twice for pull checks.
81d92fc - Some more misc cleanup to acceptors, and cleanup ordering of methods in the base transmitter classes
b60086b - Some minor misc cleanup to transmitter networks
51a8bc2 - Minor cleanup from merge
cd29864 - Do custom armor layer slightly differently to at least have it render with optifine, even if it seems custom render layers are all screwed up when optifine shaders are enabled
beaaf1c - Add radial selector renderer, currently in use by Configurator Fixed item mode scrolling on trackpads
7850534 - Cleanup a bit of the enum related implementation of the new radial mode stuff
3252b0b - Minor refactoring
f761bc8 - Mimic refactor in the test module
799e557 - Experiment with having the radial selector be its own screen; currently broken
d50d022 - Improve radial selector handling
6020c2c - WIP start work on attempting to convert pressurized tubes to being able to support all types of chemicals. Currently does not compile
b775616 - Minor cleanup
6b6e125 - Work on abstracting the transmitters slightly away from the tiles though keep them relatively intertwined still. Should make it a lot easier to get pressurized tubes supporting all chemical types.
9c65b8d - Minor cleanup
1551f98 - Add pretty effects to Vein Mining Unit
b3a6c2a - Flatten some of the larger MekaSuit module classes
ea525ab - Enhancement to vein mining animation
f3cb579 - Lots of WIP progress on creating a BoxedChemical system and using it for the chemical networks to allow them to be merged. Does not compile quite yet, but it is getting there
91df35f - Fix the majority of the compile errors, there is still one in BoxedPressurizedTube, but it should get fixed once BoxedChemicalAcceptorCache becomes more than just a dummy class
37b45bd - Continued work on merged chemical network system. In theory it fully works now (and it does compile), however it is currently untested
fcd69fe - Fix a few issues where things were not properly being stopped when the merged tank was empty
adb1360 - Cleanup network reader implementation and fix an import change form the merge
3a89904 - Update forge and some dependencies, and cleanup chemical registries now that there is a proper way for deferred registers to support custom registries
bca914e - Switch away from deprecated DistExecutor methods
d29c7a8 - Lots of misc cleanup based on IntelliJ inspections
35de24f - Misc cleanup: - Make hazmat and mekasuit return the proper value from getName - Make a few enum only interfaces more properly enforce being enum only - Remove the unused ItemProcessedResource class
a75fce5 - Bump some TODOs
52a0412 - Run code formatter
3a077a2 - Improve implementation of additions spawn eggs by overriding the getPickedResult of the entities rather than injecting into vanilla's egg map
58dafa4 - Transition Chemical Crystallizer recipes to using boxed chemicals and re-enable slurry recipes for the chemical crystallizer. Slurry chemical dissolution recipes are still disabled for now
e94eaec - Move chemical dissolution chambers over to using a boxed chemical stack for the output. All slurry recipes properly work again now.
d64954d - Refactor how chemical tank creator helpers are declared to make them more generic and easier to reuse the creation code between different chemical tank types
314098d - Update radiation provider to use our capability cache system, and also make sure the lazy optional gets properly invalidated when it should
944461e - Minorly address a couple TODOs and bump some of them to V11
339ab61 - Continue working on TODOs and remove some client side mirroring of things that get synced to the client regardless
26cbc0f - Move the robit's rename screen to a popup from a change in window, and fix various GUI bugs: - Fix gui elements drawing pieces even if they are set to hidden - Fix some positioning issues with popup windows after resizing the main MC window - Cleanup the side config and transporter config windows slightly to look a bit better, and inline a bit of code pertaining to them - Improve JEI recipe button areas to make it easier/more automatic to add them to the gui and also fix the show recipe text showing up even if a popup is over the position - Don't return ingredients that are hidden under a gui popup - Rewrite API around how we provide recipe category clickable areas to JEI. This will allow for easily making window popups block recipe click areas once https://github.com/mezz/JustEnoughItems/pull/1980 is merged. As a side effect, factory progress bars now can be clicked on to view recipes
599db03 - Fix merge issue, update a couple dependencies including TOP to use the new text component support, and drop the min version from the mods.toml file for it as all 1.16 versions of TOP will end up having the API stuff needed by V10. Also comment out publishing part for the defense module as it is being bumped to V11
d50905a - Cleanup a few bits and pieces of the build.gradle and make the batched "all jar" work again. Dynamically merges the accesstransformer files and mods.toml files
fc1c88e - Make the robit show up as a possible furnace, energized smelter, and anvil in JEI as it can use the smelter lookup map and work as an anvil.
8ed08f9 - Add models for MekaSuit modules & MekaTool, add shading to MekaSuit model, add some fission reactor models, start implementing MekaTool model
2364896 - Merge
3f72954 - Fix some MekaTool translations, make MekaTool glow
b0c9f54 - Make popup windows properly re-attach and re-deactivate the buttons used to open them after the MC window gets resized
8c9e32c - Fix minor copy paste error
159fa90 - Add Isotopic Centrifuge model, add electricity effect to Gravitational Modulator
ac02cea - Centrifuge fixes
1d33fa9 - Implement new models
73f03b5 - Use forge:multi-layer to handle Isotopic Centrifuge glass, add voxel shapes for Fuel Assembly & Control Rod Assembly We could eventually do something similar to handle the Bio-Generator
b23e2d5 - Add new Chemical Oxidizer model
2302aa0 - Coil fixes, add shield textures
3cf6004 - Start work on cleaning up filter gui's again and transitioning them over to using the window popup system. So far Oredictionificator filter's have been transitioned
d726f7b - Lots of WIP work on filter gui's, all are now done via popup windows, but the positioning of the elements on the windows has not been fixed yet so they look kind of bad
e59f198 - Make shield textures use transparency for the parts there is no texture, and adjust it so that we only have one texture instead of having a separate texture for the version with the banner. Also go ahead and rerun the png optimizer
7bd4fd3 - Make the miner config and logistical sorter gui's display the player's inventory so that items can be selected for the item and material filters
ae45368 - Fix issues with digital miner filter gui's. Sorter filter gui's still need to be redesigned/worked on
d3d7a91 - Implement back button into the filter gui's for when it is a new filter to go back to the filter type selection window
e666939 - Fix logistical sorter filter gui's
40eedcf - Attempt to fix a few minor issues in the build.gradle file
6f6302c - Add shield recipes and adjust base durability values to match better
1cefc86 - Go through and fix the majority of remaining cases where popup windows fails to intercept/change the value of isMouseOver as well as a few other misc bugs
a430743 - Make the QIO Item Viewers have their max height scale with the gui scale and window size. Also force update it to the max value if it was previously set to a value that would not fit nicely on the window after it was resized. Also fix a couple server side crashes due to using client side only methods
d2b24a0 - Update JEI version to allow for properly blocking recipe areas with popup windows
e37e82c - Very first pass at working on getting the sync mapper to not classload clientside only classes when on the server
0719c86 - Make sync mapper make use of the annotation data that forge has already collected
5b5bfc9 - Index and cache all the base syncable property maps during startup
a19d469 - Make sure the property map has the same order structure on the server as the client, still seems to have some issues
f96d74e - Finish fixing sync mapper having issues on dedicated servers
3cc6eb1 - Add new GUI base texture
347961b - Remove some old unused textures
47471c5 - Allow evaporation controllers on the top row of the tower again, and a couple other minor pieces of code cleanup
31008eb - Go through and fix various typos
057d328 - Go through intellij's inspections and fix various potential bugs and issues, as well as slightly cleanup various parts of code
ff608f6 - Go through more intellij's inspections and continue cleaning up a few things
45b5b95 - Rerun code formatter
6cc2899 - Only allow placing the personal chest while sneaking https://github.com/mekanism/Mekanism-Feature-Requests/issues/33
2555d83 - Improve the JEI integration to be able to show conversion recipes https://github.com/mekanism/Mekanism-Feature-Requests/issues/1
59a1651 - Add prefilled fluid tank variants of still fluids
681dc5d - Allow manually extracting infuse types out of metallurgic infusers and infusing factories
bed0fb4 - Implement ghost target integration with JEI. Implemented for item stack filters, material filters, and modid filters. ModID filters also now allow for using an item to select the mod it is from. The ghost target integration is disabled for the miner's item stack and material filters for balance reasons of actually requiring the material to be gotten initially. #4756
d5f691d - Optimize our getGuiExtraAreas implementation to only add elements that stick out from the main gui. Also work on converting the ghost ingredient handler to having a better concept of if a gui window is covering a slot. This system can still use some improvements but is now drastically more advanced than it was before
24855fa - Finish making the GhostIngredientHandler have full proper support for GuiWindows and partial covering of ghost targets with windows
3d35e15 - Create and use utility method isPlayingMode for checks about if a player is not in creative/spectator, and add use it in some places that previously only checked creative status (#6235)
779edfa - Fix QIO back button/slot interaction, specify render layer in baked model extension quad cache
439e381 - Add some new block textures
660ef69 - Make BlockPos container-syncable, fix VoxelCuboid multiblock bounds not syncing
b278706 - Improve Formulaic Assemblicator stock control algorithm & fix poor Logistical Transporter interaction
e98225a - Minor cleanup to SyncableBlockPos
2806de8 - Clean up container sync implementation
1ff8543 - Delete unused method, and fix improper merge of handling blockpos reading from packet
e190563 - First pass porting V10 to 1.16. Note: Does not compile yet - Comment out the various mod integrations until the other mods are updated - Bump API and mod version to 10.0.0, even though we are not releasing yet
d39c0a7 - Continue work on fixing various errors
3a9e6a2 - Fix another error
ebc3a72 - 1.16 work; 2400 errors to go
5c0f203 - <2000 errors
80a65b0 - Fix a few minor things
3189374 - Continue porting
061240e - <750 compile errors
c6d977d - Continued port work
cf92fb7 - ~400 to go
d463258 - Set up new item property overrides
c3a8aca - Additional minor tweaks
44e0ff6 - Add new textures & unintegrated models
fa715d0 - Drive array fixes
35fa18a - Cleanup a lot of tag stuff
a91c3be - Re-enable CTM, and get the API module compiling
654322a - Lots and lots of gui work. Three remaining compiler errors in the main module
4d049b6 - Fully implement QIO models
f32b028 - Compiles, but crashes on startup
dd53a2a - Fix startup attribute crash
08235e2 - Make Redstone Adapter torch glow when active
ee68ea9 - Add fancy redstone control switches
26cdccc - Fix various issues and address some TODOs. Currently works on a dedicated server, but crashes on the integrated server
7538bb4 - Port/fix issues from merge of V10 into 1.16
ab03cfc - Add a system to our cached config values to allow for registering code to be ran when they are invalidated. Use this system to cache the attribute maps that mekanism tools' items provide. Properly add knockback resistance to armor when it is set in the config (and fix the config key for it), and expose the hoe damage value to a config now that it has one
af208e8 - Given hoe's are a valid tool type for things now in vanilla, override a couple more methods to provide the proper return values
bd9442d - Make Portable QIO Dashboard colorable, improve QIO Dashboard coloring
a0eff30 - Tweaked Colors for Less Eye Bleeding
0a7e9ad - Fix a couple bugs and also port JEI integration
8c520b3 - Tweaked Purple Color
654b7a7 - Reduce, Reduce, Reduce!
1f47f4f - Removed Alt Textures
9576f10 - Reduced Resolution of Stuff and Things
e04c832 - New Coat of Paint for Robit
28f9642 - Compressed PNGs
e02cc31 - Continue working on TODOs and fix laser rendering
680ff03 - Changed Elite Tier Blue Color
109bed0 - Update Robit Entity Textures
be4f021 - Robit Item Model Changes
faf1cda - Fixed LED Color
9597657 - Revised Security Desk Model
53c4cf0 - Fixed Robit Item Model... Again
4121a43 - Transition Security Desk from TESR/ISTER to a JSON model
326525c - Update Logistical Sorter
ad77f3a - Update Radioactive Waste Barrel
7224c4d - Update Electric Pump Model
eb312bb - Update Metallurgic Infuser Model
567f4a8 - Convert Multipart Core to 32x
0413a1a - Continue working through TODOs and slightly further cleanup the Codec for LaserParticleData. Also fix hoe damage to mimic vanilla by defaulting to negative the attack damage
5f4cc4d - Optimized Metallurgic Infuser Model
99d4b7d - Optimized Chargepad Model
5040ec1 - Revised & Optimized Chemical Tank Model
1624609 - Optimized Chemical Infuser Model
eb08c95 - Do some testing, and make some modified copies of ItemRenderer methods that use matrix stacks instead of render system
f52d647 - Optimized Chemical Washer Model
727589d - Adjust text coloring to use our custom colors instead of wrapping them back to text formatting colors first
83dc0d2 - Fix voxel shapes, fix rotations, adopt our own lighting system for Logistical Sorter
4f9cb64 - Optimized Pressurized Reaction Chamber Model
31acf26 - Created Color Overlay Palette
aee2867 - Reduced Size of Personal Chest Texture
e3c9fe2 - Revised & Optimized Resistive Heater Model
b462d8b - Fixed Texture Location
930cfb4 - Resistive Heater Model Fixes
956ca94 - Add ColorAtlasLoader to handle defining of custom colors, implement new Resistive Heater model
f19f058 - Fix Fission Reactor JEI plugin not handling Steam as an Output (#6244)
86dafee - Fix armor items that shouldn't be enchantable being it anyways (#6248)
f4e13b6 - Update forge and also adapt EnumColor modifiable rgb code system to also update the stored color used for text
a9c738a - Optimized Chemical Oxidizer Model
1a184ff - Fix a few missed calls not rendering via matrix stacks and causing things to be miss positioned
e1c9505 - Added Antiprotonic Nucleosynthesizer Model
36e8297 - Add Antiprotonic Nucleosynthesizer model, make Portable QIO Dashboard screen glow
d960ca8 - New Crowdin updates (#6228)
2822ddd - New Crowdin updates (#6252)
8e697d1 - Fix inventory duplication issue
a2322a5 - Expand our custom wire frame rendering to be able to support baked models in general
ed57158 - Comment out pigment support for some elements for v10 release, fix Chemical Dissolution Chamber slurry eject issue, fix upgrade color issue, bump up Electric Pump speed
22bd664 - Added Netherite Paxel
add2a45 - Add tooltips to show which side the side config buttons are for. https://github.com/mekanism/Mekanism-Feature-Requests/issues/44 Not fully working yet due to not being able to run the data gen to generate the new lang entries
1b7d56b - Fix merge of crystallizer screen. It was easier to just accept V10 and manually port it again
fc93e82 - Add netherite paxel, recipe and model using the texture are waiting on datagen
27df3b9 - Animated Infuse Types
077702a - Update forge and fix some issues with data generators! Add recipe for the netherite paxel
7538f4b - Somehow I missed a bunch of files in the last commit, this adds those
4877554 - Improve light handling
b942f51 - Define light value in block properties
66350cd - Fix Portable QIO Dashboard color
29a0fe7 - Update forge and fix merge issue
2fa0a09 - Delete redstone_control_pulse.png
1dc066e - Refreshed Power & Heat Bars
6cb7b28 - Updated GUI Buttons
416c8b7 - Updated GUI Gauge Textures
606930a - Updated GUI Progress Bar Textures
e8e9160 - Updated GUI Slot Textures
11cadf3 - Updated Main GUI Element Textures
fba07ea - Reduced Digital Miner Texture Res
439c693 - Modify the meka suit model so that it supports rendering as enchanted if we eventually decide to allow for it to be enchanted
ccbc5d8 - Fix a couple GUI issues and cleanup some code that is duplicated from vanilla. It turns out there is a relatively simple way to massage a matrix stack into the GL state so we just do that instead for places where vanilla still uses RenderSystem directly (drawing items)
00c3b1c - More polishing/enhancements
d6add53 - Radioactive Waste Barrel now 'processes' 1 mB of contained waste each minute; don't allow waste barrel to be picked up by Cardboard Box
ab6c18f - In theory fix the tag data generators we provide in the API. Untested but should work, if it doesn't feel free to open an issue
0d6d55f - Fix Reactor Glass recipe
917c52d - Fix a couple minor issues with the portable teleporter GUI, including fixing the set button's active state by properly
88e1755 - Fix error from merge
1998fd8 - Updated Bucket GUI Icons
556606d - Revised Bucket Icons
b86154a - Adjusted GUI Tab Spacing
fbbab7b - Updated Energy & Heat Info Tab Icons
dbf588c - Added Alternate Energy & Heat Info Tab Icons
be80759 - Fix container edit mode, color adjustments
f1a5735 - Merge
9af51ac - Updated Vibrator Arrow Selection Texture
c20636d - Fix Seismic Reader tooltip ordering
9eb497b - Fixed Up Arrow Texture
a65d5cf - Cleanup some TODOs
db71cf6 - Centered Security Lock Icons
81d55bd - Fix Security Desk shading
20c80c8 - Centered Security Desk Lock Textures
39cc18e - Update container_edit_mode_both.png
ce40b98 - Updated Energy & Heat Tab Textures
4b2d8b9 - Fix Heat Generator temperature readout, update Energy + Heat tab textures
f0f7d5a - Updated Side Config Icons
a1648d6 - Add Antiprotonic Nucleosynthesizer block shape
7285637 - Fix merge conflicts
78f5b3e - Update forge and switch to the built in hoe tool type rather than using a getter to retrieve it, and some other minor misc cleanup
17922c8 - Updated Generators Sun Icons
222117b - Update state_holder.png
4d34d4b - Improve SPS energy core render
c268a94 - Optimized Bio Generator Model
08dc5b2 - Texture Shrinkage
d5a0706 - Reenabled Shadign on Bio Gen Model
0136e2e - JSON-ify Bio Generator block model, only use TER for contents
378748b - Optimized Chemical Crystallizer Model
86f0cba - Updated Ports/Overlay Texture
48d71f1 - Optimized Gas Burning Generator Model
1a949d6 - Update gas_burning_generator.json
4b2fab1 - Optimized Heat Generator Model
debf3cc - Reduced Texture Sizes
f4a7a28 - Fixed Heat Generator Model Rotation
95cbdb1 - Conquer and beat tags into submission - Use a small coremod to make sure our tag manager gets added after vanilla's tag manager so that our recipes can be properly read from json - If getting a tag for purpose of grabbing the representation fails (due to not being set yet), then instead return an empty list. It still seems to work fine, but makes it not spam the log with errors and also put tags in an invalid state
7622a26 - Minor cleanup to where a few methods get called
ef0ebe5 - Single player!
801b98a - New Crowdin updates (#6253)
3fbf3bf - Optimized Advanced Solar Generator Model
1779a4b - Added Active Variant of Heat Generator Model
b5ca2f7 - Fix Electrolytic Breathing Unit working without water
09c71a6 - Fix formatting in one line
0b00260 - Make the Electrolytic Breathing Unit only work while 1.8 blocks in water
28125a8 - Fix some issues with client side code not running properly causing bounding blocks to behave a bit oddly and sounds to not play #6179
485660a - Fix electric bow, and also fix shield blocking animation not displaying properly
f3a9ff1 - Fix energy being able to be directly extracted from some items
1f3229c - Update/JSONify Chemical Crystallizer, Heat Generator, Gas Burning Generator & Advanced Solar Generator models Advanced Solar Generator is currently broken
411e1a8 - Fix a couple oddities with the change to how to make the client on block activated acts
cba3294 - Add Transparent Plastic Blocks, Stairs and Slabs (#6257)
cd25e01 - Update getSubmergedHeight to new way of getting it
9499c5e - Remove TODO
ca4ec90 - Fix render ordering of SPS orbit effect
b5f1495 - Fix improper client side "bypassing" for multiblocks block activate
afbf817 - Fix Fusion Reactor Logic Adapter active cooling readout (#6247)
252839a - Merge
125ca01 - Update advanced_solar_generator_alt.json
a60285a - Improve baked model extensions to allow for quick modifications of baked models with designated transforms; re-implement Advanced Solar Generator model
fb48c20 - Cherrypick Advanced Solar Generator model changes
e507ddd - Fixed Shading on Resistive Heater Models
d5ccebf - Bump forge for lighting changes, don't make solar generators emit light
f209563 - Add config option for MekaSuit helmet compass widget
f0e0255 - Added HUD Armor Icons
c7bbd26 - Fix issues with "replacing" stacks in slots
0e7cd69 - Rebalance the rate at which the Solar Neutron Activator works. It no longer takes speed upgrades and mimics the more realistic calculations that our solar generations do in regards to calculating efficiencies based on temperature, and humidity.
137d3ce - Updated Animated GUI Icons
6f65220 - Bump Forge, refactor GUIs to allow for more control over z-level layering
c22cace - Fix Redstone Control tab
1d8683d - Fix crash with nonexistant tags for oredictionificator filters
8ea0e0b - Bump up baseline radiation damage value, move MekaSuit armor item energy values to fancy HUD
9d6b5a4 - Add subtitle support for our sounds
d8b303c - New Crowdin updates (#6259)
6004592 - GUI fixes
5601d86 - Fix item tooltips
200f78f - Make it so refined obsidian gear, nuggets, ingots, and blocks do not burn in lava. Note: Refined obsidian dust and Enriched Obsidian still can "burn" in lava, this is because they "fall apart" more than actually "burn"
1de2d93 - Some prep work on fixing issues with structural glass' onBlockActivated method
2071d32 - Optimzed Chargepad Model... Again
0d04d88 - Fix JEI slot/tank backgrounds, fix HUD icons, fix movable filter buttons. Still need to fix slot hover renders & dragged stack layering
b239cd6 - Merge
9f27b22 - Add three new items, one infuse type, and a bunch of recipes for integrating with vanilla 1.16
b20acc4 - Add things to the new 1.16 tags. Not only are piglins in love with gold, but they are also in love with refined glowstone. Note: Only partially "implemented", requires https://github.com/MinecraftForge/MinecraftForge/pull/6914 to finish the integration of them loving refined glowstone as much as they love gold. Also change chargepad to require blackstone pressure plates instead of normal stone pressure plates as the coloration matches more closely
d42e56e - Make energy and heat tabs able to be cycled backwards with right click
5a2ab34 - Fix some minor GUI issues
4606055 - Remove no longer relevant TODO, and fix a small amount of z-fighting in the bio generator
e6725ed - Fix held item layering
fbfd05e - Fix structural multiblocks allowing for ghost placements of BlockItems, fix Chargepad glow, minor cleanup
e361ddb - Updated Refined Item Textures
e1c4653 - Added Enriched Gold Item
8088f50 - Added Netherite Dust Item Texture
0767e8d - Added Dirty Netherite Scrap
96dec73 - Add Color Picker
01df458 - New Crowdin updates (#6263)
3615050 - Updated Refined Glowstone Armor Texture
7c0a77c - Fix a couple misc things with our JEI integration
b9bf54d - Fixed Enriched Item Textures
dc55cb7 - Add custom HUD coloring, add Radioactive Waste Barrel recipe, fix Geiger Counters
456f752 - Fix security sync issue
d2736dd - Only send the security update packet from the server side, and update the model predicates to use mekanism instead of minecraft for the modid
d3a9f28 - Fixed Heat Generator Texture Mapping
80ed828 - Added HUD Icons
ae5b6b2 - Allow Teleporter Frames to be placed Horizontally (#6266)
c10c54f - Make Electrolytic Breathing Unit fill any main hand item that can hold hydrogen (#6262)
fd0e7f7 - Properly mark our blocks as requiring the proper tool to harvest
c0c9dfe - Properly mark our blocks as requiring the proper tool to harvest, and also fix enchantment glints not working in fabulous
94dae6e - Fix rendering of custom helmets being incorrect on armor stands
1300b82 - Don't mix durability bars for energy and other things, and also fix a couple energy bars not using the configurable energy bar color
7e7eefd - Implement MekaSuit module HUD elements, fix radial menu render
7cca7e6 - Updated Jetpack HUD Icons
83e842d - Updated GUI Icons & Compressed Textures
c1425d0 - Updated Block Overlay Icons
cdc6bbb - New Icons
0d437be - More fluid HUD jitter, allow additional HUD color selection, add compass toggle button
7e6e0bd - Fix some balance issues
1a47565 - update maven config
1281fdd - Fix some errors exposed by LGTM
5a7cdb2 - Slightly tweak all jar to ensure only one pack.mcmeta file gets added. Overlapping tags still have some issues though
59c4995 - Fix glitchy thermal evaporation plant heat adjustments
7631b1c - Fix mode change sound playing when no keys are bound, add step assist config option to Hydraulic Propulsion Unit
0267749 - Fix Robit Return to home button (#6272)
8db1606 - Misc cleanup
b8e94b2 - Update robit2.png
5cdab4c - Add a little bit of extra null safety to DynamicBufferedNetwork#validateSaveShares
b671f3e - Updated Refined Glowstone Armor Textures
6972fce - Create our own custom model loader, allowing resource pack creators to dynamically set light levels for specific part faces of JSON models
ef847b1 - Fix model loader registration order
3d2fc38 - Add a fallback for the reverse chemical tag lookup so that they can be properly found on the client and not have LAN fail to connect due to unknown tags (There may be other issues with things in LAN no idea but at least now it can connect)
7079511 - Updated Armor Textures
c319263 - Update dirty_netherite_scrap.png
fe51374 - Updated Balloon Model and Texture
2981336 - Updated Base Texture for Pigment
36dc90c - Update forge now that a bunch of the PRs we were waiting on have been merged. Piglins will now properly trade if you give them refined glowstone ingots and not attack on sight if you are wearing refined glowstone armor or a mekasuit. Additionally endermen will not get mad at players wearing a mekasuit helmet just for looking at them
28d53c4 - Updated Fuel/Control Rod Textures
119bf70 - Bump forge version to require a version that has the keybind modifier translation keys fixed
d4e39ec - New Crowdin updates (#6265)
33b8555 - Run png optimizer task
779589e - tweak maven deps & try to ensure that the artifacts are always reobfed
fa24a25 - slightly better gradle typings
91015a6 - prevent concurrency issues when updating Bolts during render (probable performance impact)
81fc77e - Fix some more blocks having the improper block activated result on the client
6a6dc34 - Improve custom model loading, use new lighting system for all models
34bb172 - Fix Heat Generator nether energy boost
86ca32b - Allow properly wrapping DriveArrayBakedModels if they end up becoming layered at some point and fix some things not displaying properly with daylight cycle off due to using getDayTime instead of getGameTime
97401c5 - Fix a couple of the jars being "invalid" (missing the mods.toml) file. Also cleanup and reduce a bunch of duplicate code when it comes to the replace resources tasks and re-arrange a couple small pieces sections of the build.gradle and remove a couple mavens we currently don't use to reduce the number of locations that need to be checked
ee5945c - Update Balloon rendering
a167478 - Replace non breaking spaces with a normal space before displaying in text components. MC seems to convert NBSP somehow that get sent in chat or via commands to normal spaces, but does not do the same for text components
8f2f3c4 - Updated Energy Cube Textures
54b4b06 - Update balloon hitbox to match the new model
984bbfa - Update build.gradle to include versioning information in the manifest files so that stack traces are able to be more detailed
171140a - Optimized Control/Fuel Rod Assembly Models
50d88a5 - Update reactor fuel/control rod assembly voxel shapes
b9924e6 - Update MC version in the README
7e2a261 - Updated Control/Fuel Rod Assembly Model & Textures
c86484e - Fixed Control/Fuel Rod Assembly Models
8da312d - Fix bounding block not having hit or break particles, it still does not have the breaking progress overlay though
80315bb - Rerun code formatter
9f918a6 - Update control and fuel rod voxel shapes again to match models
ed778be - Some minor cleanup based on IntelliJ's inspections
a6dc9df - New Crowdin updates (#6276)
840bbfd - Add color map for text
89bbfc6 - Add side config tab & transporter config tab to color map
5f9cb1a - More tab colors
cf2ab7e - Tweak Module Base recipe, make MekaSuit require Netherite armor pieces
ce2f9ed - Re-enable TOP integration, and proxy bounding block information to the main block
5a1d652 - Implement creative pick block mechanic for the robit, obsidian tnt entity, and balloons
3a3ba38 - Add a little bit of safety handling/data fixing so that if some things expect to always have a UUID (like the robit), they don't hard crash if they originated in a 1.15 world due to the change in UUID format. Note, owneship of held items will not be converted as it would have a larger and messier footprint and them not having an "owner" will not cause any crashes
d9917be - Improve our TOP integration to have proper handling for merged tanks. It is a bit of a mess but it works well
3ee4209 - Slightly refactor our recipe providers to make the sub recipe provider system easier to use in other modules, and move some of the recipes for additions to their own sub providers
41920a8 - Slightly adjust infusion rates for higher tier alloys and basic circuits
17cb8ef - Minor cleanup and update forge in dev environment
16c48e5 - Work some on cleaning up various TODOs
6f96c90 - Update Robit AI pathfinding to more closely match vanilla again as it slowly drifted away over various ports and probably was rather buggy
f60e585 - Use entity_solid render type for MekaSuit (test)
8e2d94a - Remove the coremod we had added as it is possible again to just use reflection to add our tag reload listener
353882e - Revert "Use entity_solid render type for MekaSuit (test)"
4dd9f12 - Properly invalidate in progress recipe caches if /reload is performed
fda7e2d - Test not using custom transformations
26310ff - Override the default break particle code to remove the minimum number of particles per voxel shape. This fixes things like the logistical sorter having an absurd amount of particles that get spawned.
036cef3 - Revert "Test not using custom transformations"
e2f49a3 - New Crowdin updates (#6277)
692a78c - Fix balloons not spawning particles in some cases such as when they get popped by lasers. The particles are now server side and get sent to clients instead of being added client side
8130545 - Make the balloon latching onto the top of blocks match the check torches do so that it doesn't have to be a full surface and can be placed on top of things like energy cubes. Also fix the balloon being latched slightly above the ground instead of having the string be connected to the ground
395b6e5 - Optimized Digital Miner Model & Textures
a5df899 - Update digital_miner.json
3e57cc3 - Big Digital Miner Item Model!
8eee7cb - Slightly reposition the attachment high further for balloons so that it looks better when connected to translucent blocks. Seems I lowered it by a bit too much
415599a - Updated Digital Miner Model & Textures
f34d2da - Updated Digital Miner Model & Textures
2c5de26 - Make fluorite ore be affected by fortune, averages out at slightly less than 7 gems per ore with fortune 3
5eb2861 - Updated Digital Miner Model
846dcf0 - Update Digital Miner model implementation, remove some unused assets Texture is broken
c399d64 - Re-implement Digital Miner visual renderer
8861f31 - Updated Digital Miner Models
152e0ec - Fix DM lighting
7fe9209 - Inline the miner's visual renderer into the TER itself
f005e65 - Hacky fix for DM screen
d4e2ece - Fix additional DM texture
cd6edec - Optimize image files
e84ea46 - Delete digital_miner_screen_off.png
e98834d - Fix DM shading
8251244 - Fix fluid lighting
b397f30 - Add a null safety check
d5cf1c2 - Rename a few recipe builders to be more inline with what they are
f56bfd2 - New Crowdin updates (#6279)
b4fbc90 - Fix module container registration
ed91261 - Don't reset module container registration, we don't recompute each worldload anymore
9a2559f - Bump forge version and remove no longer needed (or existing) beacon base override, as the vanilla tags pertaining to beacons now work properly
4525a3d - Fix structural glass accessing logic adapters rather than core multiblock UIs
3bd6c5b - New translations en_us.json (Italian) (#6284)
00f150c - Cleanup
8843c1e - Fixes
4fb5745 - Work on Module Tweaker GUI
f5adfbe - Work on radiation system, add geiger counter + hazmat suit
6c09d88 - Continued work on module tweaker/modification station
592b6a1 - Continued work on Modification Station
f3f5be6 - Fix armor inventory management
1bf8209 - Flesh out Module Tweaker / Modification Station interfaces
aa45601 - Start adding additional items (including MekaTool)
0064a89 - Add module type -> supporting items mapping, fix up some lang entries
8b5ec75 - Fix up remaining issues with module system, major progress on MekaTool (added 5 modules)
1d540ff - Improve silk touch module framework
2ee6be5 - Work on Uranium processing recipes, more tweaks to tweaker interface
6ad7411 - Debug work on radiation, plagued with printouts temporarily
3d6da64 - Polish radiation system
9c84ace - Complete Isotopic Centrifuge, add some additional late-game items
bf51e70 - Stereo -> mono
3c453f4 - Work on Jetpack module and Excavation Escalation module
0046603 - Add Energy Unit, still need to test (alongside excavation escalation unit & jetpack unit)
1d59dca - Various fixes to modules; make Electrolytic Breathing Unit also provide hydrogen to Jetpack
1eb0d89 - Additional various fixes
7996d0c - Merge
4b6431f - Continued module work, need to figure out how to interact with player speed
c15e3f7 - Implement Hydraulic Absorption Unit w/ boost, still need to implement Gravi + Locomotive Boost
aeb9752 - Implement Locomotive Boosting unit, tie into Hydraulic Propulsion unit to interact well
2df6a71 - Gravitational Modulating Unit work. It probably doesn't work yet
e718147 - Improve HUD render (+ add keybind), start on Solar Recharging Unit, fix Gravitational Modulating Unit
60f7e34 - Minor fix
cd0cbae - Fix step boost
78dcd6c - Implement Vision Enhancement & Solar Recharging Vision Enhancement is ~lit~
b0d9542 - Implement Nutritional Liquifier / Nutritional Paste / Nutritional Injection Unit
5b241a3 - Add missing lang entry
e52e565 - Implement energy-based armor absorption mechanics
61b659c - Fix gauges
098792c - Setup Fluorite + Uranium oregen
d685b32 - Fix charge distribution, add canteen
4d4a5c2 - Add missing lang
f550d03 - Fix charge distribution NPE
8173243 - Hopefully fix insane underwater speed glitch
e7d42b1 - Apply underwater throttle to client-side tick
bb9e703 - Minor fixes
5e63f1a - Fixed integer-based emission target splits, some updates to gas attribute system
ab48b49 - Implement radioactive leakage from broken tubes, add radiation chemical attribute and radioactive waste barrels
7b0c709 - Radiation is bad! Added Dosimeter and Dosimeter Unit for tracking a user's radiation dose. Also, fixed sounds not working after death
6094e25 - Cleanup
7cbdaf4 - Tweak plutonium/polonium recipes, fix printout
a213961 - Make radiation stuff configurable, fix radiation shielding, other minor fixes and tweaks
a4c62c1 - Add energy bar for MekaSuit, create custom radiation damage source, modules only use energy when not in creative
f4463b7 - Fix temperature unit crash, allow output gas tanks to accept any chemical attributes
6369e47 - Increase base capacity/pull rate of tubes and pipes, fix fluid + gas gauge overflows, cleanup reactor
d1c9cf4 - Add dummy textures, fix some other asset issues
5986bca - Rebalance interaction between Fission Reactors, Boilers and Turbines A lot of more work is still necessary, but this will hopefully stop abuse of the system
1eb0603 - Improve update delay calculations, improve balance of Thermal Evaporation Controller + Resistive Heater, fix Boilers accepting steam Also, doubled efficiency of steam in reactor to give it a further edge and doubled Turbine steam processing speed
70f13e9 - Fix reactor stats scaling, add a base conductivity value to the boiler, bump fuelwood heater generation
85a33d4 - Lay some multiblock foundations for Fission Reactor
33bd474 - Merge 1.15x into v10 Major merge, lots of conflicts. Will need to test things
a047a04 - Make Oredictionificator handle storage blocks (#6052)
c434c4c - Redesign ore processing + ore generation platform to allow for extremely easy additions. Added lead as PoC
e1878ca - Gas Mask -> Scuba Mask
d679034 - Reactor -> Fusion Reactor
32bc192 - Fix broken merge, other general improvements
78e28c2 - Lay foundations for additional fission reactor blocks
de61dfc - Improve attribute system to be capable of injecting custom block state properties
ab2225e - Large improvements to multiblock system, removing duplicate code and allowing for many multiblocks to not require a separate cache
34cdcf8 - Continue reactor implementation
6978b11 - Add 'Magnetic Attraction Unit' module, more reactor work
6c6405b - Reactor GUI work
80d3c85 - Continued reactor work Need to fix gauge chemical renders & log spam
f08a8a4 - Reactor render work, add scale to magnetic module
b81f510 - Implement Fission Reactor Logic Adapter, some additional fixes
70bd7c0 - Implement Fission Reactor statistics page, allowing for custom rate limit specification Also, add surface area calculations to boil efficiency logic
479bf8b - Add partial fuel injection to reactor, bump production rate, make some reactor values configurable, add 'high temperature' mode to logic adapter
76adfad - Add sound effect to fission reactor
ece15af - Minor package reorganization
6bb7a05 - Concurrently run multiblock sparkle animation, don't run update on same tiles multiple times if the structure isn't formed, apply neighbor caching to only update the multiblock if a viable component has changed
2d64065 - Add recipes for Hazmat Suit / Geiger Counter / Dosimeter / Fission Reactor components
cc4f1e9 - Fix & improve Vein Mining algorithm for MekaSuit
1bd3697 - Minor localization fix, fix slot overlays
22b936e - Add JEI handler for Fission Reactor
9597fe7 - Lay foundations for Mekanism: Defense module
0888476 - Fix some merge conflicts
9984789 - Fix vein mining algorithm
67c3432 - Clean up and improve multiblock cache system This will allow for the creation and merging of multiblocks with dynamic amounts of substance containers (i.e. gas/fluid/etc)
86f8269 - Fix valves and largely improve how they're handled
b9d7e90 - Tidy up a few valve-related things
7dc2fd1 - Apply fix to Fission Reactor
e068e9f - Reactor meltdowns!
f221ff3 - Added Industrial Alarm, to truly complete a Fission Reactor build
f683599 - Work on experimental lightning renderer
08dec25 - Polished Lightning Bolt renderer, confirmed working both in-world and in screens Could still improve 3D geometry of bolts, but seems to work fine with existing implementation
c2f1556 - Start work on Antiprotonic Nucleosynthesizer
4b1d2ab - Nucleosynthesizer recipe + GUI work, bump Universal Cable transmission rates
4dabd8d - Antiprotonic Nucleosynthesizer work, tweak fissile fuel reprocessing recipes, other minor fixes
fda4ced - Induction Matrix fixes, bump some additional tier defaults
ffc6f6c - Work on improvements to side configuration system As a start, Chemical Dissolution Chamber + Chemical Infuser (and Nutritional Liquifier) are now configurable. New structure should allow for any machine to easily have configurable sides. TODO: Electrolytic Separator, Chemical Washer, Chemical Infuser, Isotopic Centrifuge
4f47cf4 - Add a few additional nucleosynthesizing recipes, make Rotary Condensentrator and Isotopic Centrifuge configurable
8ed8d22 - Make Chemical Infuser & Electrolytic Separator configurable
73dc69d - Merge capability changes
e8300ed - Update V10 capability references to use the new system
10ef622 - Make Oredictionificator configurable
ef066d7 - Some experimental work on the bolt renderer. Pushing so @CyanideX can mess around.
5a56ad5 - More bolt rendering improvements, allowing for more realism and easier implementation
561ff27 - Minor package restructuring, additional bolt rendering improvements
9498362 - Cap the Bolt Renderer to a specified refresh rate, fix Industrial Alarm rotation
657f334 - Make GUI title and screen text color configurable
aff9cde - Separate container and block name lang entries
f6f06af - Consolidate external fluid tank interactions
d7bb9bb - Various GUI improvements
c4d3cf2 - Other various GUI improvements
78ee388 - Fix off-by-one background render handling
81cf40d - Center all title text and scale to ensure localizations don't escape GUI boundaries
8ce3c09 - Remove extra title render
d201c1a - Improve 'inner screen' text display, other GUI improvements
2278e71 - Even more GUI tweaks
c6f087e - The GUI changes never stop!
15956e4 - Use a Configurator on an unformed multiblock to troubleshoot the issue!
2b3354b - Localization-ify BlockPos-to-text
3836ca1 - Improve digital switch behavior
62a3759 - Start working on allowing custom coolants for reactors
4d6a0d9 - Continued work on custom coolant overhaul
fa4a792 - Finish implementation of custom coolants for Fission Reactors
3bebafe - Allow PRC, Isotopic Centrifuge and Solar Neutron Activator to accept radioactive fluids (as required by their recipes)
9777cd0 - Fix how we handle caches to avoid multiblock desyncs
682438d - Rebalance the boiler to handle mass amounts of steam
24beac2 - Restructure Dynamic Tanks to allow both gases and fluids
b657593 - Fix sound references in RadiationManager
e58bfb6 - Cleanup NucleosynthesizingRecipeBuilder, and fix the read order being incorrect for the serializer, and a mismatch of writing as an int and reading as a var int
0677b70 - Merge
a62e33c - Work on massive overhaul of frequency system. This will allow for machines to easily track multiple frequencies without extra overhead or implementation. Will go into depth in a future writeup, but efficiency has also been massively improved by switching to constant-time lookups while retaining insertion order of frequencies.
9e21aa9 - Continued frequency system overhaul
8658a68 - Overhaul security frequency synchronization to use container trackers & efficient change detection
9a0da94 - Continue (and hopefully finish) cleanup of frequencies system
f96cbdf - Fix compile issue
2de5543 - Add complete chain of uranium processing (including storage blocks/etc)
5402391 - QIO work
bb02f06 - Continued QIO work, focus on GUI infrastructure TODO: better frequency sync (with item + count info) for GUIs, implement viewer GUI
c5a89c5 - Work on container interactions
54b699c - Various additions and fixes to QIO components
438c610 - Networking improvements Unfortunately forced to use a data request strategy for initial GUI updates as we don't know when the client has fully processed the GUI open packet and opened the respective container.
782c6cd - Save handling improvements, item add algorithm improvements, fix being able to access slot containing QIO dashboard, add infrastructure for item search Also, greatly improve our font rendering.
2860897 - Implement searching + sorting, other various GUI improvements
bb8d275 - Add QIO Dashboard (block variant)
63fbb0d - Add colors to QIO frequencies
791b2a5 - Cleanup
b7bf0e4 - Implement caching of QIO-stored item tags; this will be used for extraction filters
b064208 - Attempt some package reorganization
dd85966 - Reorganize GUI elements
ea57bde - Restructure GUI elements
277ac7d - Implement a confirmation dialog for frequency removal & advanced wildcard matching for use in QIO filters
1d1ea7b - Start on additional QIO units
e264677 - Continued work on importer/exporter
60dc5c1 - Improve handling of sequenced slot displays
90c7d9f - Work on importer/exporter interfaces
640b933 - Container handling improvements
9f57423 - Work on importer/exporter/redstone adapter Exporter logic is pretty advanced, could use another look-over
912c77a - Transition FuelHandler to use chemical capabilities
abf325f - Finish implementation of QIO Importer
9b3e278 - Add a few safety checks for fuels
d812a6f - Improve fuel handling
a8cbdd4 - Long list of improvements Centralize Fission Reactor rendering and render fuel assembly towers as whole units, allowing us to not send block state updates and largely improving performance Overhaul sparkle animation to quickly compute edges of multiblock cuboids rather than run a recursive tile-checking algorithm Fix multiblocks not detecting updates from structural glass Remove old CJ easter egg Add 'build' command to quickly build and tear down large multiblocks for testing Bump up some config options to match output of fission reactor Substantially improve miner visual renderer performance
ab6d86e - Implement QIO Dashboard window size adjusters, fix background render tiling
1b582a9 - QIO LA: don't emit if no items are stored
9c7368e - Implement GUI overlay dragging
f2bed81 - Fancy UI stuff
e9e6d04 - Fix GUI element tooltips clashing with foreground text
bc2f6cc - Bolt renderer improvements
197f127 - Properly implement generically in-world rendered bolts (and add to MAU module)
219127b - Tweak radiation values
56d668d - Implement advanced search queries, still need to make some tests
5d560e7 - Fix various heat issues (#6152)
f541dc8 - Fix frequency neighbor updates
75180a9 - Search query improvements + unit test suite
99e0eeb - Module screen text improvements
f01df08 - Work on migrating to new text field system
8ebee5c - Fully transition to new text field system Aside from cutting down on a great deal of boilerplate code, we now have dynamic focus handling, along with tab-based switching of focused text fields.
aec2ae6 - Improvements to 'checkmark' text button handling
e386cc3 - Additional text field improvements
74a0dcd - Improve filter UIs, add text scaling and other adjustments to text fields
db1d142 - Fully design window system, + window-ize Side Config & Transporter Config displays
86f752c - Add input/output side config option
07ccd4b - Randomize ejection output order, allow ejection through Input/Output config We should reevaluate this to make sure this is desired functionality
98a0ccb - Add an annotation-based container sync system Serves as an alternative to default getContainerTrackers() in case you're lazy
2b5e402 - Multiblock refactor
b94cc14 - Improve SyncMapper to allow custom 'tags' for specific container tracking (implemented in Induction Matrix for stats page)
9639c32 - Work on major improvements to multiblock formation algorithm
29b2d1f - Fix a few issues
ec90802 - A few efficiency tweaks
57ade1d - Final round of multiblock improvements (for now) Switched to 'update request' style of multiblock updates, drastically cutting down on amount of updates attempted during rapid formations Added checks in formation logic to fail fast if a multiblock frame is found that had failed formation in the same tick Cut down on amount of tile checks by using block checks instead Overall, formation logic for max-size multiblocks has been cut from 100-150 ms to 2-3 ms.
7652af6 - Improve Logistical Sorter algorithm We no longer allow ejecting multiple item types in a single tick if they all have matching filters. However, we can now access multiple slots with the same item type for non-ItemStack filters. This will maintain similar (if not better) ejection speed while preventing issues such as #6162.
fd4eefc - One less full-multiblock iteration
b83197d - Fix valves, continued efficiency improvements
b319a96 - Inventory management improvements
1abdb05 - Overhaul transit request/transit response system to avoid repetitive implementations and consolidate inventory mapping
7d47562 - Package restructuring to consolidate lib-like items into their own package
6d9b53d - Clean up finders
b0a33c9 - Efficiency fix
8aa8e13 - Allow use of advanced wildcard matcher by Logistical Transporter & Digital Miner filters
652c0b6 - Fix minor bug
bf7d4da - Fix compile issue due to mappings update and also rerun data generators to ensure things all properly compile
90c39b6 - Run formatter
3597cc0 - First pass at addressing some of IntelliJ's analyze code warnings
e7a0e11 - Continue working on addressing some of IntelliJ's analyze code warnings
e8faa4b - Continue working on addressing some of IntelliJ's analyze code warnings
4b5f600 - Continue working on addressing some of IntelliJ's analyze code warnings
796329c - Continue working on addressing some of IntelliJ's analyze code warnings
bfe6843 - Cleanup some types to allow for using the primitive types
9f5f2ee - Optimize PNGs
6f29f7c - Add CharPredicate and use it as the basis for input validation and create a special case implementation for predicate of a single character. Also do a little bit of misc gui cleanup
c6c1122 - Add back the old lead textures from 1.12 and earlier and improve logic of texture overriding so we can have it so only specific textures are overridden Additionally switch clump, crystal, dirty dust, and shard fallback textures to using JAOPCA's textures. (Thanks TheLMiffy1111)
70537fe - Additional TransitRequest consolidation
21a3142 - Cleanup
25b8699 - Fixes
dae9960 - Experiment with new mesh-based multiblock system
d154adf - Cleanup some logging messages to properly take advantage of various arguments, and improve some messages to show the class name rather than the default object to string
ed1d8ba - Continued adoption of new multiblock system This provides *marginally* better performance than that of the previous system, but also has the benefit that we will *never* run a full update unless a cuboid structure actually exists. This means that UpdateProtocol will not be run each time a multiblock tile is placed when one is building a multiblock structure.
c12fa75 - Redesign structure validation to eventually allow for different kind of shapes @pupnewfster, this will hopefully make it easy for you to add different shapes for the chunkloader/forcefield systems
435d4c6 - Continued work on cleaning up chemical system: - Mekanism's tag manager got redesigned to be more dynamic and only require adding a single line to have it support a new tag type - Cleaned up and further generified tags for chemicals so there is less duplicate code needed for creating all the different wrappers and collections - Started adding the pigment chemical type to make it easier to experiment with making the chemical system easier support custom chemical types as three types of chemicals is easier to experiment as n than two chemicals where it is more tempting to just store things in individual variables
c911a69 - Migrate Thermal Evaporation Plants to new multiblock formation system
d34f50c - Migrate Fusion Reactor to new multiblock system Need to fix sounds, maintaining burn during game restart & energy generation
106e145 - Many fixes (see below) Extra caching for Fusion Reactor Take max bounds of Turbine into account during precheck Allow multiple tags in container syncing Improve SyncMapper special container handling Fix cache handling of multiblocks to prevent outdated data from taking priority Fix Fusion Reactor not continuing burning on world reload/break Fix Fusion Reactor sounds
e0d38c9 - Refactor ingredients for chemical stacks to massively reduce the amount of duplicate code/boiler plate required to add an ingredient for a new chemical type
d3fc83a - Fix referencing wrong IngredientType enum, eventually we should just move this out somewhere
855c152 - Fusion Reactor fixes
b58e715 - Fix some severe heat-related issues
103217a - Lay foundation for SPS
fb80ad3 - Push working progress on SPS- currently broken
49b92f6 - Fix refs to MC method
7e71d03 - SPS work
36a64e8 - Continued SPS work
11eb217 - Start work on making it so there is a better concept of "merged tanks" (tanks that support various types of chemical/fluid but only one at a time). Also add more of the backbone structure for pigments
d5f37d0 - Go through and add the majority of the remainder of pigment handling infrastructure. I believe the only part that is now missing is a slot for handling pigment items and a recipe for converting items to pigments
b66da10 - Fancy SPS rendering
ea6cb5e - Continued effects
e5f14cd - A few enhancements to the color library
435c630 - WIP, start work on converting the dynamic tank to supporting infuse types and pigments. GUI, rendering, and inventory slot still need some work
d1dfc23 - FX work
417bfcc - Cleanup some generics in SyncMapper
94e40e6 - Continue work on moving dynamic tanks over to supporting all chemical types plus fluid instead of just gas and fluid. Rendering and inventory slot still need more work, but the GUI should work properly now
1ee9309 - Make dynamic tank rendering support infusion and pigments, and fix a couple minor scale calculations where dynamic tanks would appear non-empty when they were empty. Also fix a couple minor issues with TOP and our multiblock integration. The slots for the dynamic tank still need to be rewritten to better handle multiple potential chemical types
029c832 - Fix a couple issues for side tab buttons being based off of overall instead of potentially relative position. We now manually specify which side we expect it to be on
50f0776 - Color tiered & special item names, add SPS JEI support, rendering adjustments
3c48e89 - Rewrite HybridInventorySlot's insert, and extraction predicates to properly being able to handle all cases
9f13253 - Small tweak to colored item registration helper
bd4789c - Misc cleanup and also for now use the base infuse type texture as a placeholder for the base pigment texture
8120830 - Start adding recipes for new items, other minor fixes
b6c1545 - Setup the majority of the backend for slurry being a standalone chemical type. For now the old slurries are still registered and used as gases and some of the new slurry code isn't fully setup at a base level but for the most part this commit represents what is required to add a new chemical type
c3efd7d - Go through and further cleanup blocks of duplicate code for various chemical handlers to make adding a new chemical type easier. Also rerun data generators to generate a couple slurry strings
3902797 - Make all chemical types able to be hidden from JEI instead of just gases
3108623 - Set rarities for some items
f7114ab - Additional rarities!
9c5a194 - Mostly finish transitioning slurries from being a gas subtype to using the new slurry chemical type. A better system still needs to be made for properly handling them in recipes, for now the recipes are just commented out. - Also remove the optional tag stripping check from our tag provider as forge has since started only adding it if it is not empty
3548df4 - Work on making interacting with MekanismRecipeProvider easier by creating a system to allow offloading methods to sub providers allowing for it to be more organized
a1e09de - Improve save share handling
93d87cc - Additional fixes
08f74a0 - Add recipes for MekaSuit modules
27f58a4 - More recipes
e40ddd1 - Update textures, add more recipes, new config items, fix durability displays (Fixed commits)
a8f10ff - Refactor some multiblock validation logic to avoid repetition + improve performance
a0b4ad3 - Experiment with multiblock changes, currently very broken
f13b981 - Experiment with trying to further flatten the chemical handler system to have even less duplicate code needed when adding a new chemical type. Currently does not compile
03c234b - Start working on a system to allow for easier abstraction of different chemical handlers away from the tile itself
f0e8c63 - Continued work on refactoring chemical handlers
3b9f7bb - Continued work on refactoring chemical handlers
ba07636 - Continue fixing some errors, and allow tiles to limit insertion/extraction of chemicals again based on tank number/mode
be19117 - Deduplicate a lot of code pertaining to onContentsChanged
fa0e2fd - Make the gauge dropper use the dynamic chemical handler system
3a0685f - Fix TOP multiblock integration for new deduplicated chemical handling. It compiles again
a4188ab - Deduplicate more chemical handling code in PacketDropperUse
835237f - A bit more misc cleanup/organization for chemicals
757004f - Continue work on cleaning up and deduplicating chemicals
a695201 - Continued multiblock formation improvements
0649a6f - Merge various chemical tank implementations to further reduce duplicate code
5f54ac3 - Cleanup
b03d37a - Additional multiblock cleanups, add builders for tank, matrix & evaporation plant
3ae7436 - Fix validation from structural multiblocks
92701c5 - Refactor bolt renderer to allow for easier configuration of independent effects
5412a59 - Fix incorrect material type for glass
c682f75 - Mild refactor, use more efficient quaternion math for SPS effects
75ecaec - Cleanup
0953d67 - Additional cleanup
9408be6 - Improve bolt renderer to more precisely handle bolt lifespans and partial renders
97c7741 - Improvements to Bolt Renderer for better 'memory' spreading, lang fix, revert to old transmitter textures until scaling is fixed
e2212f4 - Change access modifiers on some multiblock variables
dfb871d - Experiment with trying to figure out more properly handling ISTER transforms and declaration, by declaring it all in json rather than wrapping the model and doing all the transforms in code time. Bio Generator now loads from JSON, it still has a couple translations done in code
f38eabe - Remove defaulted transforms
d80c9b2 - Continue work on moving ISTER declarations to JSON
57bebba - Finish moving Mek Generators ISTERs to being declared via JSON. A couple rotations (mainly Z) still are done in code, but for the most part it is a lot more configurable now. Main module ISTERs still need to be done
6204c80 - Start work on moving some of the main module's ISTERs to being declared in JSON
43a311c - Continue work on moving ISTER declarations to JSON, energy cubes and industrial alarm have been moved over. Also don't display the aura part of the alarm model if it is an item, as then it produces a see through effect while in item frames
ba040d9 - Continue work on moving ISTER declarations to JSON, all block ISTERs except for fluid tanks have now been moved over
91e79fd - Move fluid tanks' ISTERs to be declared via JSON
0c78bdb - Move jetpack and armored jetpack ISTERs to being declared via JSON, and deduplicate some code between the two model files
27537f7 - Continue work on moving ISTERs to being declared via JSON; atomic disassembler, and flame thrower remaining
32bb4d3 - New additions to render library, add drive rendering to QIO Drive Array
9f3da19 - Color improvements No more ambiguity in int/double creator functions
e51eafa - Transmitter rendering improvements
25bd0c6 - Cleanup
dd2e4dc - Render library additions
b70575b - Add Radioactive Waste Barrel model
c8fbdbf - Various fixes/improvements to the rendering of the Atomic Disassembler - Make the blade render be translucent - Fix atomic disassembler and flame thrower not being able to render the enchantment glint if forcefully enchanted in creative - Move the atomic disassembler to having all its transformations declared via JSON Also fixed the particles of various resource blocks getting colored when they should not have been
2b256e8 - Minor cleanup to models and make all of our ISTERs for blocks properly be able to render the enchantment glint if they are force enchanted
6b1d9da - Fix dynamic tank fluid rendering
9106344 - Additional fix
adce0f9 - Finish moving all remaining ISTERs (flame thrower), to having the transforms be declared via JSON instead of wrapping the baked model. Minor cleanup to RenderTickHandler Remove some of the Vec3d to Pos3D wrapping where we only read the x, y, z values so there is no reason to be creating a new object
396dfcc - Experiment with new HUD things. Not sure how they'll be incorporated yet but it looks cool!
e04e569 - Merge
15fbfbc - Fix server side crash
57e88eb - Add shields to Mekanism Tools https://github.com/mekanism/Mekanism-Feature-Requests/issues/36 currently there are no recipes, and they are just using copies of vanilla's textures
3afa29b - Convert chemical washer recipes to being Fluid + Slurry to Slurry from Fluid + Gas to Gas. Also start work on some of the framework for having transmission types for all the new chemical types to allow for us to properly transfer them as well as allow for side configuration of them.
9b98dfa - Fix slurry tanks not properly persisting
9bcc709 - Fix a few holders not properly using the side config, and fail more loudly in a few cases when things are added incorrectly
589e040 - Improvements to various quad transformation utilities
998e829 - Generify some ejection code to work better with chemicals, and make the auto eject rates from machines configurable
26a92f7 - Start working on converting the Gas Tank to being a generic Chemical Tank (tier and config options have been renamed). Also perform some general cleanup regarding Item to Chemical conversions, more cleanup will be done when I start work on further generifying chemical recipes
250decc - Work on moving some things from GasUtils to ChemicalUtil and also add some helpers in ChemicalUtil to require less parameters to have to be specified when it comes to things like capabilities as well as cleaner and easier generics in general
e558903 - Finish moving things over to ChemicalUtil from GasUtils, and also generify the different chemical providers into IChemicalProvider
320a90a - Fix tooltips for certain GUI elements
3b0d31a - Convert the Gas Tank block into a more generic Chemical Tank
46d3223 - Improve the name of slurries to be more logical, and fix a couple other minor typos
8a8a166 - Begin implementing MekaSuit models. Very broken currently.
c0e77cf - Merge
60b5ae4 - Work on MekaSuit
a0a971d - Additional model adjustments
5d11e4a - Start work on trying to figure out how to best generify various chemical recipes
d5fe8f9 - Cleanup a few misc TODOs
822ee01 - Start work on refactoring transmitters - Moved transmitters out of the API - Made some things be instanceof checks instead of capabilities
0da8ff9 - Perform some misc cleanup of enum values calls
b3c8b76 - Continued refactoring of transmitters
ca0a53a - Start work on merging some transmitter classes together
49101ce - First pass merging Transmitter and TransporterImpl into their corresponding tiles
2424d8b - Minor cleanup of logistical transporter code
4f39e6f - Further inline the fact that our transmitters are TileEntityTransmitters rather than just using IGridTransmitter
52dd3fa - Continued work on cleaning up transmitters
e1ef350 - Make some instanceof checks more readable
365354a - Better hierarchy for logistical transporter tiles
5e6d060 - Improvements to some of the transporter stack position code to reduce the number of required lookups and make things more readable
0cb2ec8 - Cleanup logistical transporter upgrade data
c17d68a - Transition lots of uses of Coord4D to BlockPos when they do not care about the specific dimension. Also perform some misc cleanup while going over to make sure no bugs got introduced from the conversion
7ca50be - Fix a few bugs with transporter distribution
fa82083 - Make transmitters and their networks have a lighter weight parent variant for when they don't have a buffer (Inventory and Heat networks). This should allow for more work on cleaning up some duplicate implementations, and also cut down on some overhead for networks that are handled differently.
d391eb4 - WIP started abstracting the acceptor cache to separate classes to eventually be able to more easily
0bfaf44 - Continued work on improved acceptor caching. The individual tiles still will only do limited caching, while the networks themselves will have a bit more aggressive caching of the actual LazyOptionals that it is considering for a given position
5459f90 - MekaSuit model improvements
dcab5f9 - Remove the need for most transmitter networks to be actively querying the tiles each tick
255ca9d - Continued work on cleaning up transmitters: - Keep the acceptors for universal cables lazy for longer - Slightly improve performance of transmitters set to pull, by querying the acceptor cache rather than querying the world
8b3ce22 - Replace a few calls with computeIfAbsent, and also transition diversion transporter modes to being an enum
76e96b4 - Implement a dynamic MekaSuit module rendering system with primary suit part overrides
ef841f7 - Further improve caching of acceptors fixing some cases things were not being properly flushed. Additionally performed some minor cleanup to the thermodynamic conductor, and also fix accidentally using side.getOpposite twice for pull checks.
81d92fc - Some more misc cleanup to acceptors, and cleanup ordering of methods in the base transmitter classes
b60086b - Some minor misc cleanup to transmitter networks
51a8bc2 - Minor cleanup from merge
cd29864 - Do custom armor layer slightly differently to at least have it render with optifine, even if it seems custom render layers are all screwed up when optifine shaders are enabled
beaaf1c - Add radial selector renderer, currently in use by Configurator Fixed item mode scrolling on trackpads
7850534 - Cleanup a bit of the enum related implementation of the new radial mode stuff
3252b0b - Minor refactoring
f761bc8 - Mimic refactor in the test module
799e557 - Experiment with having the radial selector be its own screen; currently broken
d50d022 - Improve radial selector handling
6020c2c - WIP start work on attempting to convert pressurized tubes to being able to support all types of chemicals. Currently does not compile
b775616 - Minor cleanup
6b6e125 - Work on abstracting the transmitters slightly away from the tiles though keep them relatively intertwined still. Should make it a lot easier to get pressurized tubes supporting all chemical types.
9c65b8d - Minor cleanup
1551f98 - Add pretty effects to Vein Mining Unit
b3a6c2a - Flatten some of the larger MekaSuit module classes
ea525ab - Enhancement to vein mining animation
f3cb579 - Lots of WIP progress on creating a BoxedChemical system and using it for the chemical networks to allow them to be merged. Does not compile quite yet, but it is getting there
91df35f - Fix the majority of the compile errors, there is still one in BoxedPressurizedTube, but it should get fixed once BoxedChemicalAcceptorCache becomes more than just a dummy class
37b45bd - Continued work on merged chemical network system. In theory it fully works now (and it does compile), however it is currently untested
fcd69fe - Fix a few issues where things were not properly being stopped when the merged tank was empty
adb1360 - Cleanup network reader implementation and fix an import change form the merge
3a89904 - Update forge and some dependencies, and cleanup chemical registries now that there is a proper way for deferred registers to support custom registries
bca914e - Switch away from deprecated DistExecutor methods
d29c7a8 - Lots of misc cleanup based on IntelliJ inspections
35de24f - Misc cleanup: - Make hazmat and mekasuit return the proper value from getName - Make a few enum only interfaces more properly enforce being enum only - Remove the unused ItemProcessedResource class
a75fce5 - Bump some TODOs
52a0412 - Run code formatter
3a077a2 - Improve implementation of additions spawn eggs by overriding the getPickedResult of the entities rather than injecting into vanilla's egg map
58dafa4 - Transition Chemical Crystallizer recipes to using boxed chemicals and re-enable slurry recipes for the chemical crystallizer. Slurry chemical dissolution recipes are still disabled for now
e94eaec - Move chemical dissolution chambers over to using a boxed chemical stack for the output. All slurry recipes properly work again now.
d64954d - Refactor how chemical tank creator helpers are declared to make them more generic and easier to reuse the creation code between different chemical tank types
314098d - Update radiation provider to use our capability cache system, and also make sure the lazy optional gets properly invalidated when it should
944461e - Minorly address a couple TODOs and bump some of them to V11
339ab61 - Continue working on TODOs and remove some client side mirroring of things that get synced to the client regardless
26cbc0f - Move the robit's rename screen to a popup from a change in window, and fix various GUI bugs: - Fix gui elements drawing pieces even if they are set to hidden - Fix some positioning issues with popup windows after resizing the main MC window - Cleanup the side config and transporter config windows slightly to look a bit better, and inline a bit of code pertaining to them - Improve JEI recipe button areas to make it easier/more automatic to add them to the gui and also fix the show recipe text showing up even if a popup is over the position - Don't return ingredients that are hidden under a gui popup - Rewrite API around how we provide recipe category clickable areas to JEI. This will allow for easily making window popups block recipe click areas once https://github.com/mezz/JustEnoughItems/pull/1980 is merged. As a side effect, factory progress bars now can be clicked on to view recipes
599db03 - Fix merge issue, update a couple dependencies including TOP to use the new text component support, and drop the min version from the mods.toml file for it as all 1.16 versions of TOP will end up having the API stuff needed by V10. Also comment out publishing part for the defense module as it is being bumped to V11
d50905a - Cleanup a few bits and pieces of the build.gradle and make the batched "all jar" work again. Dynamically merges the accesstransformer files and mods.toml files
fc1c88e - Make the robit show up as a possible furnace, energized smelter, and anvil in JEI as it can use the smelter lookup map and work as an anvil.
8ed08f9 - Add models for MekaSuit modules & MekaTool, add shading to MekaSuit model, add some fission reactor models, start implementing MekaTool model
2364896 - Merge
3f72954 - Fix some MekaTool translations, make MekaTool glow
b0c9f54 - Make popup windows properly re-attach and re-deactivate the buttons used to open them after the MC window gets resized
8c9e32c - Fix minor copy paste error
159fa90 - Add Isotopic Centrifuge model, add electricity effect to Gravitational Modulator
ac02cea - Centrifuge fixes
1d33fa9 - Implement new models
73f03b5 - Use forge:multi-layer to handle Isotopic Centrifuge glass, add voxel shapes for Fuel Assembly & Control Rod Assembly We could eventually do something similar to handle the Bio-Generator
b23e2d5 - Add new Chemical Oxidizer model
2302aa0 - Coil fixes, add shield textures
3cf6004 - Start work on cleaning up filter gui's again and transitioning them over to using the window popup system. So far Oredictionificator filter's have been transitioned
d726f7b - Lots of WIP work on filter gui's, all are now done via popup windows, but the positioning of the elements on the windows has not been fixed yet so they look kind of bad
e59f198 - Make shield textures use transparency for the parts there is no texture, and adjust it so that we only have one texture instead of having a separate texture for the version with the banner. Also go ahead and rerun the png optimizer
7bd4fd3 - Make the miner config and logistical sorter gui's display the player's inventory so that items can be selected for the item and material filters
ae45368 - Fix issues with digital miner filter gui's. Sorter filter gui's still need to be redesigned/worked on
d3d7a91 - Implement back button into the filter gui's for when it is a new filter to go back to the filter type selection window
e666939 - Fix logistical sorter filter gui's
40eedcf - Attempt to fix a few minor issues in the build.gradle file
6f6302c - Add shield recipes and adjust base durability values to match better
1cefc86 - Go through and fix the majority of remaining cases where popup windows fails to intercept/change the value of isMouseOver as well as a few other misc bugs
a430743 - Make the QIO Item Viewers have their max height scale with the gui scale and window size. Also force update it to the max value if it was previously set to a value that would not fit nicely on the window after it was resized. Also fix a couple server side crashes due to using client side only methods
d2b24a0 - Update JEI version to allow for properly blocking recipe areas with popup windows
e37e82c - Very first pass at working on getting the sync mapper to not classload clientside only classes when on the server
0719c86 - Make sync mapper make use of the annotation data that forge has already collected
5b5bfc9 - Index and cache all the base syncable property maps during startup
a19d469 - Make sure the property map has the same order structure on the server as the client, still seems to have some issues
f96d74e - Finish fixing sync mapper having issues on dedicated servers
3cc6eb1 - Add new GUI base texture
347961b - Remove some old unused textures
47471c5 - Allow evaporation controllers on the top row of the tower again, and a couple other minor pieces of code cleanup
31008eb - Go through and fix various typos
057d328 - Go through intellij's inspections and fix various potential bugs and issues, as well as slightly cleanup various parts of code
ff608f6 - Go through more intellij's inspections and continue cleaning up a few things
45b5b95 - Rerun code formatter
6cc2899 - Only allow placing the personal chest while sneaking https://github.com/mekanism/Mekanism-Feature-Requests/issues/33
2555d83 - Improve the JEI integration to be able to show conversion recipes https://github.com/mekanism/Mekanism-Feature-Requests/issues/1
59a1651 - Add prefilled fluid tank variants of still fluids
681dc5d - Allow manually extracting infuse types out of metallurgic infusers and infusing factories
bed0fb4 - Implement ghost target integration with JEI. Implemented for item stack filters, material filters, and modid filters. ModID filters also now allow for using an item to select the mod it is from. The ghost target integration is disabled for the miner's item stack and material filters for balance reasons of actually requiring the material to be gotten initially. #4756
d5f691d - Optimize our getGuiExtraAreas implementation to only add elements that stick out from the main gui. Also work on converting the ghost ingredient handler to having a better concept of if a gui window is covering a slot. This system can still use some improvements but is now drastically more advanced than it was before
24855fa - Finish making the GhostIngredientHandler have full proper support for GuiWindows and partial covering of ghost targets with windows
3d35e15 - Create and use utility method isPlayingMode for checks about if a player is not in creative/spectator, and add use it in some places that previously only checked creative status (#6235)
779edfa - Fix QIO back button/slot interaction, specify render layer in baked model extension quad cache
439e381 - Add some new block textures
660ef69 - Make BlockPos container-syncable, fix VoxelCuboid multiblock bounds not syncing
b278706 - Improve Formulaic Assemblicator stock control algorithm & fix poor Logistical Transporter interaction
e98225a - Minor cleanup to SyncableBlockPos
2806de8 - Clean up container sync implementation
1ff8543 - Delete unused method, and fix improper merge of handling blockpos reading from packet
e190563 - First pass porting V10 to 1.16. Note: Does not compile yet - Comment out the various mod integrations until the other mods are updated - Bump API and mod version to 10.0.0, even though we are not releasing yet
d39c0a7 - Continue work on fixing various errors
3a9e6a2 - Fix another error
ebc3a72 - 1.16 work; 2400 errors to go
5c0f203 - <2000 errors
80a65b0 - Fix a few minor things
3189374 - Continue porting
061240e - <750 compile errors
c6d977d - Continued port work
cf92fb7 - ~400 to go
d463258 - Set up new item property overrides
c3a8aca - Additional minor tweaks
44e0ff6 - Add new textures & unintegrated models
fa715d0 - Drive array fixes
35fa18a - Cleanup a lot of tag stuff
a91c3be - Re-enable CTM, and get the API module compiling
654322a - Lots and lots of gui work. Three remaining compiler errors in the main module
4d049b6 - Fully implement QIO models
f32b028 - Compiles, but crashes on startup
dd53a2a - Fix startup attribute crash
08235e2 - Make Redstone Adapter torch glow when active
ee68ea9 - Add fancy redstone control switches
26cdccc - Fix various issues and address some TODOs. Currently works on a dedicated server, but crashes on the integrated server
7538bb4 - Port/fix issues from merge of V10 into 1.16
ab03cfc - Add a system to our cached config values to allow for registering code to be ran when they are invalidated. Use this system to cache the attribute maps that mekanism tools' items provide. Properly add knockback resistance to armor when it is set in the config (and fix the config key for it), and expose the hoe damage value to a config now that it has one
af208e8 - Given hoe's are a valid tool type for things now in vanilla, override a couple more methods to provide the proper return values
bd9442d - Make Portable QIO Dashboard colorable, improve QIO Dashboard coloring
a0eff30 - Tweaked Colors for Less Eye Bleeding
0a7e9ad - Fix a couple bugs and also port JEI integration
8c520b3 - Tweaked Purple Color
654b7a7 - Reduce, Reduce, Reduce!
1f47f4f - Removed Alt Textures
9576f10 - Reduced Resolution of Stuff and Things
e04c832 - New Coat of Paint for Robit
28f9642 - Compressed PNGs
e02cc31 - Continue working on TODOs and fix laser rendering
680ff03 - Changed Elite Tier Blue Color
109bed0 - Update Robit Entity Textures
be4f021 - Robit Item Model Changes
faf1cda - Fixed LED Color
9597657 - Revised Security Desk Model
53c4cf0 - Fixed Robit Item Model... Again
4121a43 - Transition Security Desk from TESR/ISTER to a JSON model
326525c - Update Logistical Sorter
ad77f3a - Update Radioactive Waste Barrel
7224c4d - Update Electric Pump Model
eb312bb - Update Metallurgic Infuser Model
567f4a8 - Convert Multipart Core to 32x
0413a1a - Continue working through TODOs and slightly further cleanup the Codec for LaserParticleData. Also fix hoe damage to mimic vanilla by defaulting to negative the attack damage
5f4cc4d - Optimized Metallurgic Infuser Model
99d4b7d - Optimized Chargepad Model
5040ec1 - Revised & Optimized Chemical Tank Model
1624609 - Optimized Chemical Infuser Model
eb08c95 - Do some testing, and make some modified copies of ItemRenderer methods that use matrix stacks instead of render system
f52d647 - Optimized Chemical Washer Model
727589d - Adjust text coloring to use our custom colors instead of wrapping them back to text formatting colors first
83dc0d2 - Fix voxel shapes, fix rotations, adopt our own lighting system for Logistical Sorter
4f9cb64 - Optimized Pressurized Reaction Chamber Model
31acf26 - Created Color Overlay Palette
aee2867 - Reduced Size of Personal Chest Texture
e3c9fe2 - Revised & Optimized Resistive Heater Model
b462d8b - Fixed Texture Location
930cfb4 - Resistive Heater Model Fixes
956ca94 - Add ColorAtlasLoader to handle defining of custom colors, implement new Resistive Heater model
f19f058 - Fix Fission Reactor JEI plugin not handling Steam as an Output (#6244)
86dafee - Fix armor items that shouldn't be enchantable being it anyways (#6248)
f4e13b6 - Update forge and also adapt EnumColor modifiable rgb code system to also update the stored color used for text
a9c738a - Optimized Chemical Oxidizer Model
1a184ff - Fix a few missed calls not rendering via matrix stacks and causing things to be miss positioned
e1c9505 - Added Antiprotonic Nucleosynthesizer Model
36e8297 - Add Antiprotonic Nucleosynthesizer model, make Portable QIO Dashboard screen glow
d960ca8 - New Crowdin updates (#6228)
2822ddd - New Crowdin updates (#6252)
8e697d1 - Fix inventory duplication issue
a2322a5 - Expand our custom wire frame rendering to be able to support baked models in general
ed57158 - Comment out pigment support for some elements for v10 release, fix Chemical Dissolution Chamber slurry eject issue, fix upgrade color issue, bump up Electric Pump speed
22bd664 - Added Netherite Paxel
add2a45 - Add tooltips to show which side the side config buttons are for. https://github.com/mekanism/Mekanism-Feature-Requests/issues/44 Not fully working yet due to not being able to run the data gen to generate the new lang entries
1b7d56b - Fix merge of crystallizer screen. It was easier to just accept V10 and manually port it again
fc93e82 - Add netherite paxel, recipe and model using the texture are waiting on datagen
27df3b9 - Animated Infuse Types
077702a - Update forge and fix some issues with data generators! Add recipe for the netherite paxel
7538f4b - Somehow I missed a bunch of files in the last commit, this adds those
4877554 - Improve light handling
b942f51 - Define light value in block properties
66350cd - Fix Portable QIO Dashboard color
29a0fe7 - Update forge and fix merge issue
2fa0a09 - Delete redstone_control_pulse.png
1dc066e - Refreshed Power & Heat Bars
6cb7b28 - Updated GUI Buttons
416c8b7 - Updated GUI Gauge Textures
606930a - Updated GUI Progress Bar Textures
e8e9160 - Updated GUI Slot Textures
11cadf3 - Updated Main GUI Element Textures
fba07ea - Reduced Digital Miner Texture Res
439c693 - Modify the meka suit model so that it supports rendering as enchanted if we eventually decide to allow for it to be enchanted
ccbc5d8 - Fix a couple GUI issues and cleanup some code that is duplicated from vanilla. It turns out there is a relatively simple way to massage a matrix stack into the GL state so we just do that instead for places where vanilla still uses RenderSystem directly (drawing items)
00c3b1c - More polishing/enhancements
d6add53 - Radioactive Waste Barrel now 'processes' 1 mB of contained waste each minute; don't allow waste barrel to be picked up by Cardboard Box
ab6c18f - In theory fix the tag data generators we provide in the API. Untested but should work, if it doesn't feel free to open an issue
0d6d55f - Fix Reactor Glass recipe
917c52d - Fix a couple minor issues with the portable teleporter GUI, including fixing the set button's active state by properly
88e1755 - Fix error from merge
1998fd8 - Updated Bucket GUI Icons
556606d - Revised Bucket Icons
b86154a - Adjusted GUI Tab Spacing
fbbab7b - Updated Energy & Heat Info Tab Icons
dbf588c - Added Alternate Energy & Heat Info Tab Icons
be80759 - Fix container edit mode, color adjustments
f1a5735 - Merge
9af51ac - Updated Vibrator Arrow Selection Texture
c20636d - Fix Seismic Reader tooltip ordering
9eb497b - Fixed Up Arrow Texture
a65d5cf - Cleanup some TODOs
db71cf6 - Centered Security Lock Icons
81d55bd - Fix Security Desk shading
20c80c8 - Centered Security Desk Lock Textures
39cc18e - Update container_edit_mode_both.png
ce40b98 - Updated Energy & Heat Tab Textures
4b2d8b9 - Fix Heat Generator temperature readout, update Energy + Heat tab textures
f0f7d5a - Updated Side Config Icons
a1648d6 - Add Antiprotonic Nucleosynthesizer block shape
7285637 - Fix merge conflicts
78f5b3e - Update forge and switch to the built in hoe tool type rather than using a getter to retrieve it, and some other minor misc cleanup
17922c8 - Updated Generators Sun Icons
222117b - Update state_holder.png
4d34d4b - Improve SPS energy core render
c268a94 - Optimized Bio Generator Model
08dc5b2 - Texture Shrinkage
d5a0706 - Reenabled Shadign on Bio Gen Model
0136e2e - JSON-ify Bio Generator block model, only use TER for contents
378748b - Optimized Chemical Crystallizer Model
86f0cba - Updated Ports/Overlay Texture
48d71f1 - Optimized Gas Burning Generator Model
1a949d6 - Update gas_burning_generator.json
4b2fab1 - Optimized Heat Generator Model
debf3cc - Reduced Texture Sizes
f4a7a28 - Fixed Heat Generator Model Rotation
95cbdb1 - Conquer and beat tags into submission - Use a small coremod to make sure our tag manager gets added after vanilla's tag manager so that our recipes can be properly read from json - If getting a tag for purpose of grabbing the representation fails (due to not being set yet), then instead return an empty list. It still seems to work fine, but makes it not spam the log with errors and also put tags in an invalid state
7622a26 - Minor cleanup to where a few methods get called
ef0ebe5 - Single player!
801b98a - New Crowdin updates (#6253)
3fbf3bf - Optimized Advanced Solar Generator Model
1779a4b - Added Active Variant of Heat Generator Model
b5ca2f7 - Fix Electrolytic Breathing Unit working without water
09c71a6 - Fix formatting in one line
0b00260 - Make the Electrolytic Breathing Unit only work while 1.8 blocks in water
28125a8 - Fix some issues with client side code not running properly causing bounding blocks to behave a bit oddly and sounds to not play #6179
485660a - Fix electric bow, and also fix shield blocking animation not displaying properly
f3a9ff1 - Fix energy being able to be directly extracted from some items
1f3229c - Update/JSONify Chemical Crystallizer, Heat Generator, Gas Burning Generator & Advanced Solar Generator models Advanced Solar Generator is currently broken
411e1a8 - Fix a couple oddities with the change to how to make the client on block activated acts
cba3294 - Add Transparent Plastic Blocks, Stairs and Slabs (#6257)
cd25e01 - Update getSubmergedHeight to new way of getting it
9499c5e - Remove TODO
ca4ec90 - Fix render ordering of SPS orbit effect
b5f1495 - Fix improper client side "bypassing" for multiblocks block activate
afbf817 - Fix Fusion Reactor Logic Adapter active cooling readout (#6247)
252839a - Merge
125ca01 - Update advanced_solar_generator_alt.json
a60285a - Improve baked model extensions to allow for quick modifications of baked models with designated transforms; re-implement Advanced Solar Generator model
fb48c20 - Cherrypick Advanced Solar Generator model changes
e507ddd - Fixed Shading on Resistive Heater Models
d5ccebf - Bump forge for lighting changes, don't make solar generators emit light
f209563 - Add config option for MekaSuit helmet compass widget
f0e0255 - Added HUD Armor Icons
c7bbd26 - Fix issues with "replacing" stacks in slots
0e7cd69 - Rebalance the rate at which the Solar Neutron Activator works. It no longer takes speed upgrades and mimics the more realistic calculations that our solar generations do in regards to calculating efficiencies based on temperature, and humidity.
137d3ce - Updated Animated GUI Icons
6f65220 - Bump Forge, refactor GUIs to allow for more control over z-level layering
c22cace - Fix Redstone Control tab
1d8683d - Fix crash with nonexistant tags for oredictionificator filters
8ea0e0b - Bump up baseline radiation damage value, move MekaSuit armor item energy values to fancy HUD
9d6b5a4 - Add subtitle support for our sounds
d8b303c - New Crowdin updates (#6259)
6004592 - GUI fixes
5601d86 - Fix item tooltips
200f78f - Make it so refined obsidian gear, nuggets, ingots, and blocks do not burn in lava. Note: Refined obsidian dust and Enriched Obsidian still can "burn" in lava, this is because they "fall apart" more than actually "burn"
1de2d93 - Some prep work on fixing issues with structural glass' onBlockActivated method
2071d32 - Optimzed Chargepad Model... Again
0d04d88 - Fix JEI slot/tank backgrounds, fix HUD icons, fix movable filter buttons. Still need to fix slot hover renders & dragged stack layering
b239cd6 - Merge
9f27b22 - Add three new items, one infuse type, and a bunch of recipes for integrating with vanilla 1.16
b20acc4 - Add things to the new 1.16 tags. Not only are piglins in love with gold, but they are also in love with refined glowstone. Note: Only partially "implemented", requires https://github.com/MinecraftForge/MinecraftForge/pull/6914 to finish the integration of them loving refined glowstone as much as they love gold. Also change chargepad to require blackstone pressure plates instead of normal stone pressure plates as the coloration matches more closely
d42e56e - Make energy and heat tabs able to be cycled backwards with right click
5a2ab34 - Fix some minor GUI issues
4606055 - Remove no longer relevant TODO, and fix a small amount of z-fighting in the bio generator
e6725ed - Fix held item layering
fbfd05e - Fix structural multiblocks allowing for ghost placements of BlockItems, fix Chargepad glow, minor cleanup
e361ddb - Updated Refined Item Textures
e1c4653 - Added Enriched Gold Item
8088f50 - Added Netherite Dust Item Texture
0767e8d - Added Dirty Netherite Scrap
96dec73 - Add Color Picker
01df458 - New Crowdin updates (#6263)
3615050 - Updated Refined Glowstone Armor Texture
7c0a77c - Fix a couple misc things with our JEI integration
b9bf54d - Fixed Enriched Item Textures
dc55cb7 - Add custom HUD coloring, add Radioactive Waste Barrel recipe, fix Geiger Counters
456f752 - Fix security sync issue
d2736dd - Only send the security update packet from the server side, and update the model predicates to use mekanism instead of minecraft for the modid
d3a9f28 - Fixed Heat Generator Texture Mapping
80ed828 - Added HUD Icons
ae5b6b2 - Allow Teleporter Frames to be placed Horizontally (#6266)
c10c54f - Make Electrolytic Breathing Unit fill any main hand item that can hold hydrogen (#6262)
fd0e7f7 - Properly mark our blocks as requiring the proper tool to harvest
c0c9dfe - Properly mark our blocks as requiring the proper tool to harvest, and also fix enchantment glints not working in fabulous
94dae6e - Fix rendering of custom helmets being incorrect on armor stands
1300b82 - Don't mix durability bars for energy and other things, and also fix a couple energy bars not using the configurable energy bar color
7e7eefd - Implement MekaSuit module HUD elements, fix radial menu render
7cca7e6 - Updated Jetpack HUD Icons
83e842d - Updated GUI Icons & Compressed Textures
c1425d0 - Updated Block Overlay Icons
cdc6bbb - New Icons
0d437be - More fluid HUD jitter, allow additional HUD color selection, add compass toggle button
7e6e0bd - Fix some balance issues
1a47565 - update maven config
1281fdd - Fix some errors exposed by LGTM
5a7cdb2 - Slightly tweak all jar to ensure only one pack.mcmeta file gets added. Overlapping tags still have some issues though
59c4995 - Fix glitchy thermal evaporation plant heat adjustments
7631b1c - Fix mode change sound playing when no keys are bound, add step assist config option to Hydraulic Propulsion Unit
0267749 - Fix Robit Return to home button (#6272)
8db1606 - Misc cleanup
b8e94b2 - Update robit2.png
5cdab4c - Add a little bit of extra null safety to DynamicBufferedNetwork#validateSaveShares
b671f3e - Updated Refined Glowstone Armor Textures
6972fce - Create our own custom model loader, allowing resource pack creators to dynamically set light levels for specific part faces of JSON models
ef847b1 - Fix model loader registration order
3d2fc38 - Add a fallback for the reverse chemical tag lookup so that they can be properly found on the client and not have LAN fail to connect due to unknown tags (There may be other issues with things in LAN no idea but at least now it can connect)
7079511 - Updated Armor Textures
c319263 - Update dirty_netherite_scrap.png
fe51374 - Updated Balloon Model and Texture
2981336 - Updated Base Texture for Pigment
36dc90c - Update forge now that a bunch of the PRs we were waiting on have been merged. Piglins will now properly trade if you give them refined glowstone ingots and not attack on sight if you are wearing refined glowstone armor or a mekasuit. Additionally endermen will not get mad at players wearing a mekasuit helmet just for looking at them
28d53c4 - Updated Fuel/Control Rod Textures
119bf70 - Bump forge version to require a version that has the keybind modifier translation keys fixed
d4e39ec - New Crowdin updates (#6265)
33b8555 - Run png optimizer task
779589e - tweak maven deps & try to ensure that the artifacts are always reobfed
fa24a25 - slightly better gradle typings
91015a6 - prevent concurrency issues when updating Bolts during render (probable performance impact)
81fc77e - Fix some more blocks having the improper block activated result on the client
6a6dc34 - Improve custom model loading, use new lighting system for all models
34bb172 - Fix Heat Generator nether energy boost
86ca32b - Allow properly wrapping DriveArrayBakedModels if they end up becoming layered at some point and fix some things not displaying properly with daylight cycle off due to using getDayTime instead of getGameTime
97401c5 - Fix a couple of the jars being "invalid" (missing the mods.toml) file. Also cleanup and reduce a bunch of duplicate code when it comes to the replace resources tasks and re-arrange a couple small pieces sections of the build.gradle and remove a couple mavens we currently don't use to reduce the number of locations that need to be checked
ee5945c - Update Balloon rendering
a167478 - Replace non breaking spaces with a normal space before displaying in text components. MC seems to convert NBSP somehow that get sent in chat or via commands to normal spaces, but does not do the same for text components
8f2f3c4 - Updated Energy Cube Textures
54b4b06 - Update balloon hitbox to match the new model
984bbfa - Update build.gradle to include versioning information in the manifest files so that stack traces are able to be more detailed
171140a - Optimized Control/Fuel Rod Assembly Models
50d88a5 - Update reactor fuel/control rod assembly voxel shapes
b9924e6 - Update MC version in the README
7e2a261 - Updated Control/Fuel Rod Assembly Model & Textures
c86484e - Fixed Control/Fuel Rod Assembly Models
8da312d - Fix bounding block not having hit or break particles, it still does not have the breaking progress overlay though
80315bb - Rerun code formatter
9f918a6 - Update control and fuel rod voxel shapes again to match models
ed778be - Some minor cleanup based on IntelliJ's inspections
a6dc9df - New Crowdin updates (#6276)
840bbfd - Add color map for text
89bbfc6 - Add side config tab & transporter config tab to color map
5f9cb1a - More tab colors
cf2ab7e - Tweak Module Base recipe, make MekaSuit require Netherite armor pieces
ce2f9ed - Re-enable TOP integration, and proxy bounding block information to the main block
5a1d652 - Implement creative pick block mechanic for the robit, obsidian tnt entity, and balloons
3a3ba38 - Add a little bit of safety handling/data fixing so that if some things expect to always have a UUID (like the robit), they don't hard crash if they originated in a 1.15 world due to the change in UUID format. Note, owneship of held items will not be converted as it would have a larger and messier footprint and them not having an "owner" will not cause any crashes
d9917be - Improve our TOP integration to have proper handling for merged tanks. It is a bit of a mess but it works well
3ee4209 - Slightly refactor our recipe providers to make the sub recipe provider system easier to use in other modules, and move some of the recipes for additions to their own sub providers
41920a8 - Slightly adjust infusion rates for higher tier alloys and basic circuits
17cb8ef - Minor cleanup and update forge in dev environment
16c48e5 - Work some on cleaning up various TODOs
6f96c90 - Update Robit AI pathfinding to more closely match vanilla again as it slowly drifted away over various ports and probably was rather buggy
f60e585 - Use entity_solid render type for MekaSuit (test)
8e2d94a - Remove the coremod we had added as it is possible again to just use reflection to add our tag reload listener
353882e - Revert "Use entity_solid render type for MekaSuit (test)"
4dd9f12 - Properly invalidate in progress recipe caches if /reload is performed
fda7e2d - Test not using custom transformations
26310ff - Override the default break particle code to remove the minimum number of particles per voxel shape. This fixes things like the logistical sorter having an absurd amount of particles that get spawned.
036cef3 - Revert "Test not using custom transformations"
e2f49a3 - New Crowdin updates (#6277)
692a78c - Fix balloons not spawning particles in some cases such as when they get popped by lasers. The particles are now server side and get sent to clients instead of being added client side
8130545 - Make the balloon latching onto the top of blocks match the check torches do so that it doesn't have to be a full surface and can be placed on top of things like energy cubes. Also fix the balloon being latched slightly above the ground instead of having the string be connected to the ground
395b6e5 - Optimized Digital Miner Model & Textures
a5df899 - Update digital_miner.json
3e57cc3 - Big Digital Miner Item Model!
8eee7cb - Slightly reposition the attachment high further for balloons so that it looks better when connected to translucent blocks. Seems I lowered it by a bit too much
415599a - Updated Digital Miner Model & Textures
f34d2da - Updated Digital Miner Model & Textures
2c5de26 - Make fluorite ore be affected by fortune, averages out at slightly less than 7 gems per ore with fortune 3
5eb2861 - Updated Digital Miner Model
846dcf0 - Update Digital Miner model implementation, remove some unused assets Texture is broken
c399d64 - Re-implement Digital Miner visual renderer
8861f31 - Updated Digital Miner Models
152e0ec - Fix DM lighting
7fe9209 - Inline the miner's visual renderer into the TER itself
f005e65 - Hacky fix for DM screen
d4e2ece - Fix additional DM texture
cd6edec - Optimize image files
e84ea46 - Delete digital_miner_screen_off.png
e98834d - Fix DM shading
8251244 - Fix fluid lighting
b397f30 - Add a null safety check
d5cf1c2 - Rename a few recipe builders to be more inline with what they are
f56bfd2 - New Crowdin updates (#6279)
b4fbc90 - Fix module container registration
ed91261 - Don't reset module container registration, we don't recompute each worldload anymore
9a2559f - Bump forge version and remove no longer needed (or existing) beacon base override, as the vanilla tags pertaining to beacons now work properly
4525a3d - Fix structural glass accessing logic adapters rather than core multiblock UIs
3bd6c5b - New translations en_us.json (Italian) (#6284)

