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Mekanism

High-tech machinery, powerful energy generation, fancy gadgets and more. Now on Curse!

File Details

MekanismAll-1.15.1-9.9.0.391-api.jar

  • A
  • Jan 6, 2020
  • 211.53 KB
  • 52
  • 1.15.1
  • Forge

File Name

MekanismAll-1.15.1-9.9.0.391-api.jar

Supported Versions

  • 1.15.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mekanism-268560:2855630")
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Warning: Mekanism is currently in alpha, and is not recommended for widespread use in modpacks. There are likely to be game breaking bugs, and updating from one alpha to the next may cause various mekanism blocks to disappear/void their contents. While we will try to not have this happen/keep it to a minimum make sure to make backups. You can read more about the alpha state of this project here.
af751f6 - Start work on attempting to flatten item and block registration
54771b7 - Continue work on flattening items
641ce37 - Fix some of the compile errors
4986815 - Work on partially internalizing setting ore dictionary entries
35b4b16 - More work on fixing compile errors
38e242b - Start work on converting block registration over
f312a54 - Create a bunch of blank block classes
beec9f8 - Extract a bunch of stuff out of BlockStateBasic
4d7c88e - Cleanup how BlockResource works among other things
3f492b8 - Continued work on blocks
a98a46a - Move more stuff out of BlockBasic
c9e4301 - Initial class creation for block machine subtypes
d37cc98 - First pass at copy pasting code into machine blocks. Trying to cleanup their code as much as possible to see what common parents they can have rather than trying to keep the common parent first
a2972ce - Remove machine specific code from BlockMachine as it has been moved out
951eb16 - Work on fixing compile errors
0b823ef - Remove some no longer valid references to metadata
7f887d7 - Move factory stuff into its own block
53e98a9 - Continue factoring out Machine Block code
1e97aa5 - Start using interfaces for some of the stuff being factored out
6598cbb - Move Active Texture to an interface
0e789c0 - Move Rotation checks to an interface
5b13377 - Move description to a separate interface
118d4f5 - First pass moving all of BlockBasic into the individual block objects
4378a43 - Give registry names to most machine blocks
c2bc2ab - Fix a couple compile errors
dae4068 - Put some stuff to not forget about
426376e - Turn BlockTransmitter into multiple block classes
eb38b88 - More work on fixing compile issues
c9a7275 - Work on cleaning up BlockPlastic
f90c8f7 - Cleanup more compile errors
0c56d2a - Cleanup some Gui referencing
2b90468 - Move usage and storage into block classes
287eead - Continue work on fixing compile errors
b3930a6 - Continue work on fixing compile errors
5a1fdbd - Fix a couple things that were simpler to do manually than compare difs for during the rebase
d9bec94 - Start moving generator blocks to their own classes
5915f15 - Continue moving generator blocks to their own classes
0bb8e4b - Move reactor blocks to their own classes
7b78caa - Use interfaces for reactor type information
192543c - Work on moving GeneratorType to using interfaces
a4e8609 - Continue work on moving GeneratorType to using interfaces
ad0f391 - Fix some compiler errors and make ItemMekanismHoe extend ItemHoe
e648b7f - Cleanup some missed stuff from the rebase
fc84ead - Move some methods into an interface
d9ec7ee - Move some methods into an interface temporarily
2778e79 - Fix some more compile errors
971eea5 - Fix some more compile errors
8d5f7fd - Fix references for TEISR
498a601 - Fix more compile errors
a87d688 - Fix more compile errors
ab6f002 - Technically fix remaining compile errors
739c934 - "Implement" getMetaFromState in all classes that still for now are creating a block state. Implementation still needed
faaf5cf - "Fix" setting registry name twice
601c5b1 - Rename factory blockstate files
de146ea - Fix more model references
350053b - Probably fix generator model references
36c4337 - Continue work on temporary model references (given once blockstates are redone these will have to change)
884c187 - Continue work on temporary model references (given once blockstates are redone these will have to change)
5a9c1e6 - Continue work on renaming json files to match new names
4353b4e - Use correct namespace for registering generators items
a6e9482 - Continue fixing references/startup crashes
132aa03 - Continue fixing references/startup crashes
84af6cb - Uncomment and fixup the tint handlers (untested, balloons still missing this)
51fb0f8 - Fix plastic block names
3924776 - Continue fixing load errors
8f7c27a - Continue fixing load errors
fb42565 - Fix Obsidian TNT reference
1d2a05e - Client can now get to main menu
73d2dc2 - Fix some blocks having sub items when they shouldn't
c4e239e - Fix coloring of display names and of most blocks/items
5788ffe - Fix Balloon coloring
9d60e21 - Fix a couple things
06810cc - Fix most of mekanism generators recipe errors
f302c0a - Fix some of the recipes
e06f226 - Fix more recipes
a6d2d81 - Fix a lot more recipes
dc4e691 - Change color registry prefix slightly and fix balloon recipes
d86c2db - Fix coloring of fluid tank items
e98f835 - Fix plastic recipes
b1585b3 - Fix a few more recipes
7e50bd7 - Fix remaining recipes
0f957d9 - Let plastic roads be made of any sand
b32c42d - Fix inventory render of transmitters
edfb847 - Fix gas tank tier renderings
e92013b - Move gear into its own package
05e345e - Cleanup EnergyCube usage of ITierItem and refactor packages a bit more
993a854 - Move ItemBlockMachine into their own classes
ba0dfc6 - Move Generators ItemBlock classes around
21cea43 - Move ItemBlockBasic into multiple classes
b6e3de2 - Make placement checks query world build height rather than assume what it is
223c77f - Slightly change how some renderer's are registered
b66e704 - All items render in JEI now
67764db - Mirror Item model registration in generators module
3e206d8 - First pass cleaning up how we create BlockStates
84cbf4a - Fix some things having a block state when they shouldn't
400cb83 - Cleanup getting actual state of blocks
3810ffa - Cleanup more state stuff
8d2e901 - Deduplicate item energy code for implementation of IEnergyContainerItem and ISpecialElectricItem
0d20653 - Make default impl for security stuff in interfaces
7282366 - Remove IStateColor from Glow Panel as it can be gotten from block/item object now
9f133da - A bit more cleanup to glow panels
fb08a86 - Only have PropertColor be used for logistical transporters instead of all transmitters, as it is the only one that supports it currently
8f5cc73 - Promote PropertyColor to a fully qualified IProperty rather than having it be an IUnlistedProperty
6ea6af5 - Convert PropertyConnection to 6 IProperties one for each face so that the connection types show on F3 (Still needs some work as cached hash depends on a bit more data)
3c8d473 - Fix transmitter cache, overall there are less combinations for it to have to cache, as it treats sides with no connection as "NONE"
b7c1170 - Continue cleaning up block code
85572d5 - Remove some instanceof checks that are always false
2d407ef - Cleanup getDropItem implementation to be more block specific
e466481 - Use createTileEntity instead of createNewTileEntity
c229e83 - Partially cleanup ItemBlock placeBlockAt to not have to set tier, as the block creating the TileEntity knows the tier
3de9acb - Fix a couple compile and runtime errors from last commit
b1347b1 - Use json files for models and blockstates of glow panels. Item variant coloration is wrong
120af8c - Fix glow panel item model
5ef52a2 - Fix the majority of "machines" being invisible
96ff5c1 - Port https://github.com/mekanism/Mekanism/commit/9ccdaa38b816455c9023a26d4ca702aad0df0dbe
2f91fc4 - Remove the need the basic state mapper
6777c67 - ITieredBlock
0480f4a - Cleanup cardboard box state mapping
9ce4a75 - Continue work on cleaning up block code, also remove no longer used IBlockActiveTextured, implement IStateActive directly in cases it was only implied through IBlockActiveTextured
45bdceb - Let getValidRotations be handled by possible block states
9895672 - Don't bother returning an ExtendedBlockState as we don't use it
18c223d - Fix JEI Compat
3e03bb4 - Partial cleanup of IEnergyWrapper
a085797 - Minor cleanup
c7443f0 - Move majority of ore dict entries into their own items/blocks
1e9cb7a - Add some potentially useful methods to IBlockProvider and IItemProvider
0d3d715 - Cleanup block description getting and setting translation key and creative tab
77f6147 - Cleanup tooltip addition
a1d3ff4 - Update BlockObsidianTNT to more closely match BlockTNT (should probably just extend it at some point)
1d3f519 - Cleanup how TileEntity Data is set after placing a block
c4d5e3c - Cleanup ISustainedInventory duplicate code for items
1e547e3 - Cleanup more duplicate code that can be extracted to intermediary interfaces
3c88256 - Reduce duplicate code for getting block drops
357c22e - Reduce duplicate code for rotating blocks
6cc66aa - VALUES is private in 1.14, so might as well make the change now to make porting it easier
50c4f08 - Move plastic blocks from customStateMapper to their own json files
d09cae7 - Initial work on trying to cleanup TileEntity class hierarchy
aede063 - Partial work on re-evaluating TileEntityElectric
00f84c6 - Work on cleaning up TileEntityDirectional
106a2c9 - Transition out TileEntityDirectional in favor of ITileDirectional
f5e748d - Very minor work on cleaning up handling of inventories for tiles
92417bd - Continued work on cleaning up tile inventory implementation
cb2a2b3 - Do away with the TileEntityContainer class
53a5202 - Technically compiles now
915492b - Fix some references
7f3ea75 - Kill of RF and Tesla integration. RedstoneFlux api is not going to be a thing in 1.14
88b0caf - Make large numbers a bit easier to read
520cd57 - Cleanup gui opening
24220fa - Fix a bunch of names for tools items
0678202 - Fix armored jetpack not rendering
caac4c3 - Cleanup Tile Entity Registration. Blocks automatically register their TileEntity now
780c95c - Temporary fix for crash with electric tiles
0c6f629 - Some more prep work on cleaning up electric tiles
8b8288f - More prep work on cleaning up electric tiles
5c0e2b0 - Move some of the logic from TileEntityElectric to TileEntityMekanism
4c558c7 - Remove TileEntityElectric in favor of having logic be in TileEntityMekanism
7052d03 - Cleanup sound handling of TileEntityEffectsBlock
08cd6f7 - Cleanup some uses of having clientActive be stored. Ideally all will eventually be removed as it will make it much easier to keep track of when querying the tile what the current state is.
6de893e - Cleanup sound handling and start work on cleaning up active state handling
5a02fb0 - Continue work on cleaning up active state handling
8b9efe8 - Compiles again, and make isActive private
907601d - Cleanup implementation of IRedstoneControl
bd0ae59 - Cleanup ISecurityTile implementations
1687357 - Small comment
f6dac2e - Start converting various things to their 1.14 equivalent
df00351 - Continue converting various things to their 1.14 equivalent
f48c276 - Use migration mappers to do a bunch of the conversions automatically
6435a97 - Fix some block references
0b315b1 - Minor cleanup for things that used to have meta
4e8b43f - Fix most NBT references
7058b7f - IBlockAccess to IWorldReader and start messing around with fixing packet registration
269f415 - Fix a few things
94564fa - More cleanup
039d43f - Remove references to methods that no longer exist in favor of using a block's Voxel Shape (we still don't set the voxel shape yet but oh well)
989eb70 - Continue work on converting network handling to the new format
b6a065f - Continue work on converting network handling to the new format
1fc7e47 - Continue work on converting network handling to the new format
02f61f0 - Continue work on converting network handling to the new format
b2077f0 - ByteBuf to PacketBuffer and use some of the newer methods from it instead of having helpers in PacketHandler
e5e7be8 - Add missing semicolon
c96fc75 - Cleanup a bunch more references
224611f - Fix a couple more errors and update mappings
0af1c93 - Fix a bunch of particle references
24ee2d1 - Fix some keyboard references
7425e0f - Fix a bunch of model class references
5dd85be - Continue fixing errors
ee67329 - Continue fixing errors
40413c9 - Continue fixing errors
12f6adb - Continue fixing errors
0bb3c9b - Fix mouse released
64ebac3 - More gui error cleanup
27a383c - Continue fixing errors
df93e3c - Continue fixing errors
92d8c9f - Re-enable and fix a lot of the errors in the JEI integration. Some still remain but it is a lot better than it was before
590e9ea - More fixes
c681cbb - Cleanup a bunch of button handling
56a6820 - Fix a few more things
1f58476 - Fix a few more things
8625110 - Start updating implementation of ICapabilityProvider to use 1.14 method, remove hasCapability. We should at some point potentially cache the LazyOptional's as suggested in the ICapabilityProvider docs
87152f2 - Change CapabilityUtils to return a LazyOptionalHelper, some things that had "hasCapability" checks could be improved particularly pertaining to Grid transmitter checking, also InventoryUtils itemhandler handling should be updated to take better advantage of not having to check if it is an itemhandler
d1de320 - Fix a bunch more errors
04e6b01 - Fix errors having to do with FluidUtil, some could do with a better solution but they should work properly now
6a81ca7 - Fix errors and reimplement TOP support
d46f9cf - Cleanup setting block properties
fc06372 - Fix a bunch of gui references
fb5ffaa - Fix a bunch of recipe references
b9f4481 - Cleanup some handling of item blocks and setting their properties
553066c - Fix more method signatures
d5da000 - More fixes
cf935bb - Initial draft of TextComponentUtil
7e00293 - Continue work with TextComponentUtil
9b8efdd - Continue work with TextComponentUtil
3a86280 - Continue work with TextComponentUtil
e581dae - Start converting usage in Gui's to TextComponentUtil
991d2d5 - Continue converting usage in Gui's to TextComponentUtil
e3e92b4 - Continue converting usage in Gui's to TextComponentUtil, and refactor inner classes from TextComponentUtil out
a861595 - Continue converting usage in Gui's to TextComponentUtil
6d616ea - Continue work on removing old LangUtils
4bb2684 - Prep work for converting drawString to using TextComponent for translation
57f2fe7 - Continued work on removing LangUtils
a1b98c7 - Fix some syntax errors
0df34ae - More cleanup, remove all uses of I18n from API package, still some to remove from other packages
af85e39 - Continue work on changing LangUtils localize usages to using TextComponentUtil
52f1e31 - Continue work on changing LangUtils localize usages to using TextComponentUtil
d441b4a - Helper class for buttons with translation text
dd3bfff - Remove LangUtil
40daeaf - Fix some more errors
62dc071 - Fix more method signatures, though return values not yet added
ca58a47 - Minor fixes
e673205 - Comment out IC2 Integration until IC2 updates to 1.14
ba0af5f - Split the modules into their own modules, and fix some errors in the api module
def013c - Optimize imports
dd3da9c - Comment out more outdated dependencies
e375e1c - Grey -> Gray
cb28677 - Minor notes
7ed4724 - Update mods.toml files to include more of the data the mcmod.info files had
a4d8151 - Lots of work on updating config internals, and fix gradle module dependencies during compiling
6cd7005 - Transition Generators Config over to new system and actually implement IBlockDisableable in various blocks
a8ca7ff - Transition Tools Config over to new system and fix basically all compile errors in the Tools Module. Default values are still needed
7bc32f6 - Add default values to the different materials, may need to be adjusted some still, and fix some damage getters being ints instead of floats
855519b - Define some tags, fix tools recipes, and move recipes directory to data from assets
8431533 - Finish first "pass" at transitioning configs to new system
95b3903 - Fix a lot of method signature errors with Blocks
e2dfdec - Fix some entity method signatures
fdd6ea3 - Miscellaneous fixes
0210735 - Update readme to have correct version number for the branch and to link to a partial WIP TODO list
0aee861 - Fix access transformer
076db78 - Cleanup comparator overriding
96026c2 - Rework how direction of blocks is handled, now it is stored fully via the BlockState, though there is still a wrapper for now in the TileEntity for changing the blockstate
6b81cc0 - Do a bit of work on updating command system to brigadier
ce6deb1 - Comment out more currently unused and not yet updated API compats
488998b - Fix a good number of the compile errors with the CrT integration
79e8ef5 - Somewhat fix gui constructors
073bd66 - Continue fixing compile errors
08187d8 - Fix various rendering references
0eb1c43 - Cleanup more recipes and add more tags
d6a9ecd - Fix recipe_enabled condition
e34c061 - Cleanup some more recipe jsons
e46d121 - More misc error cleanup
c398504 - Fix compile errors in commands
2b2458e - A bit more cleanup and move more furnace recipes to json
f1b3f8a - Cleanup some usage of TextComponentUtil
6cfe0eb - Cleanup Oredictionificator filter, should probably rename it to tag filter
24f8f62 - Fix a bit more stuff, add back some removed ATs that turned out to be needed
a138ef3 - Comment out some things and start prepping for transition to using ContainerTypes. Also rename enriched alloy to infused alloy and changed compressed item names to enriched
0996979 - Lots of work towards transitioning to new container/gui system in 1.14, still a good bit of work to be done but *most* containers now have a ContainerType
60278dd - Continue converting various containers
079592a - Continue converting various containers, most stuff is done except for filters
ff7bbdc - Mostly done converting containers to new system
9439e55 - Mostly finished transitioning containers over. Need to finish container creation and gui registration
2e6e297 - Register container to gui mappings and createMenu implementations
6214f03 - Convert most container/gui opening calls to new system
67c8058 - Continue working on converting gui opening to new system
2aa4778 - Convert Robit Gui opening/tab switching to new system and put in prep work for converting remaining gui tab switching to new system.
85776c0 - Finish converting all but some filter tab switching
25f1700 - Finish converting remaining filter gui switching to new system. Only remaining broken openGui calls is from GuiTabElementType
faef3b3 - Partial work on making GuiSeismicReader extend GuiMekanism
3a91f3c - Run formatter
35e9838 - Minor fixes
87e1353 - Add a few temporary classes to reduce the number of compile errors when it comes to dealing with fluids
dae8d27 - More fixes and commenting out stuff
ecae6df - Fix a few things with guis
639f7ca - Fix some compile errors with mouse moving and clicking
895dcd0 - Fix some more errors and start prep work for new way of registering TileEntities
2ec02c6 - Comment out a good bit of stuff leaving todo's and fix a bunch of other stuff
82ee957 - Comment out a good bit of stuff leaving todo's and fix a bunch of other stuff
db8a913 - Cleanup TileEntity registration and creation
020e20e - Move some things to the API package, not yet sorted though
ca307e1 - Fix a bunch of misc compile errors and comment various things out with TODOs
048dd4c - Fix a bunch of misc compile errors and comment various things out with TODOs
668efe1 - Fix packet scheduling of tasks
9a4a302 - Probably fix sprite registration
766d20e - Fix/Comment out more code. I think the main module *technically* compiles now, but there are still errors in the generators module and things will definitely crash on launch
3ba7b48 - Fix errors in Mekanism Generators
eac9c3d - Temporary disable Mekanism Tool's JEI integration. Mekanism can now *technically* compile but instantly crashes on startup due to having Resource Locations with uppercase names
8d1970e - Fix majority of improper Resource Locations. Lots still need to be fixed in the jsons for the main mekanism module
764f469 - Fix improper block state facing directions
b86876e - Comment out more fluid stuff, leaving todos. Minecraft actually can start now
f8aadd7 - Fix some armor textures, and registration of generators and main module blocks and items. Crashes on launch again
09989ae - Fix a lot of the registration issues
c8a9495 - Work on fixing block states and models, still a lot to fix
2d8b15f - Fix item and entity model files so that mekanism can load with them enabled
1ff7478 - Continue work on cleaning up blockstates
bd72ae0 - Continue work on cleaning up blockstates
3b4380f - Continue work on cleaning up blockstates
d20130a - Cleanup block models directory
ef20044 - Cleanup factory blockstates, models, and texture names
adf57d5 - Remove unused states from the blockstate files
06f907a - Continue cleaning up resource files
3bd1036 - Rename texture directories to follow vanilla name change
386443a - Prep work for rewriting how models work for transmitters
ac6a318 - Can fully launch with all blocks/items being registered. Fix JEI in dev environment
246c798 - Fix some misc reference errors
e098034 - Fix majority of missing item models, transmitters still don't have any yet as I have not recreated the block model components for them, let alone the inventory variant
12e0f26 - Fix a few startup warnings
6be1f9a - Cleanup and fix placement checks
3de2940 - Fix crash when placing down transmitters
41a727b - Fix enable/disable glow
aa87ed2 - Fix accidentally replacing scale with translate when updating things
290eda4 - Simplify GL state changes for rendering energy cube core
fcf9f71 - Store active state in the blockstate so things render properly, also remove light value from some blocks when active when where it does not make sense to have them
d87df15 - Fix some issues with packets
b0363a2 - Fix some rendering stuff
6969fe4 - Fix a bunch of errors in recipes
28673e9 - Fix a couple remaining issues with recipes
c803ea6 - Fix some texture references
f3b5239 - Start working on fixing how text boxes are handled in gui's, and fix lang files for mekanism tools.
3cbf6e5 - Start moving things to a new module for misc stuff, still need to move the voice server to it. Also added plastic fence gates
715f3e7 - Add plastic slabs and stairs
d784c65 - Improve map color of various colored blocks
92fa053 - Fix various textures in additions, add baby skeleton spawn egg back, and fix it so all modules have access to declared dependencies
2453e15 - Fix spawning entities on client
bc02508 - Move voice server to additions module
687677b - Port fixes from 1.12 branch of the following commits: - https://github.com/mekanism/Mekanism/commit/b1ba9fd431301effceaa51e02b5624a211d908b4 - https://github.com/mekanism/Mekanism/commit/940b898e445cdd7476992329119e0c9fb4c15aec - https://github.com/mekanism/Mekanism/commit/a70f1392d6308109b4e3154990b10856c372f028 - https://github.com/mekanism/Mekanism/commit/c21ce3febbb4905fa8135a074d53a899bef8b992 - https://github.com/mekanism/Mekanism/commit/906c939ec65719de20f6bc6b3ede7dc702eda036 - https://github.com/mekanism/Mekanism/commit/0c932eef6a586a62916b2b4cd29cc7d8ce168b70
ae4e0d5 - Port https://github.com/mekanism/Mekanism/commit/5b398c2c8fc58d335550e190f6341e47b3b65c65 Make all plastic block types (fences, gates, stairs, slabs) use a plastic material and give them the same hardness and resistance as regular plastic blocks.
b879f2c - Make energy cube core opacity scale with filled percentage again
4c46c1b - Fix tab tooltips crashing instead of displaying properly, and fix lasers breaking blocks they shouldn't be
11f6962 - Add loot tables to additions blocks
046f722 - Add loot tables for main mekanism module and generators. Note: tables are incomplete as they do not yet copy energy, inventory, or configuration information to the dropped blocks
6e4612a - Fix having modified wrong set of files, and make plastic fence gates able to be water logged
8db6d1c - Cleanup water logged handling, making it much easier to add water logging to *any* Mekanism block just by making it implement IStateWaterLogged
8056a56 - Remove Glow Panel Tile Entity, as it is no longer needed with blockstates storing facing direction. Also make it so glow panels can be waterlogged
c6503db - Better handling of getValue() in LazyOptionalHelper. Removes null warning
8997ce0 - Add a todo and also fix an unchecked cast warning
d0a959f - Fix how buttons are added, and do some cleanup on filter handling moving filters further towards generics
94a0dbf - Improve handling of buttons, and make them keep track of their on hover and on click/right click code
1642f4e - Partially improve handling of text boxes
2c50a35 - Fix missed textbox
3f840b6 - Fix side config gui and related gui's
adac8b5 - Lots of work towards converting GuiElement to being full fledged widgets. A few still need to be done/finished
ee643e1 - Is able to launch with new fluid system in place. Not fully done fixing everything with it yet or changing things to be EMPTY instead of null
5742358 - Convert majority of null fluid references to using empty. Probably missed some
5e0a822 - Fix a few bugs/crashes, water doesn't render with a color currently
fba9a0e - Fix Fluid Tank Gui opening
f830eb4 - Make the Gas Registry into a proper forge registry.
67cc908 - Add Tag support for gases. Minor prep work for cleaning up slurry handling. Also properly register the fluids that correspond to the gases so that they are at least registered.
1f27879 - Remove debug messages
997af06 - Fix a few misc bugs
ed2c616 - Fix a bunch of misc lang keys to make it a bit easier to continue work on cleaning up Gui's
c0a3835 - Work on converting Infuse Types to a proper forge registry
06a0427 - Fix various bugs with gui's
927f379 - Fix collision with laser block
686f24a - Update forge and get JEI integration to render correctly for the most part
aa0258a - Convert infusion bar, and dump button from metallurgic infuser gui to gui elements
9493253 - Cleanup a bunch more gui element images removing blank space
7a05afc - Fix being unable to interact with slots
558528f - Continue work on cleaning up gui's and converting things to being elements
72d761c - Start work on cleaning up handling of button drawing
f69cb70 - Continue cleaning up buttons. Move towards drawing image buttons as an overlay over normal buttons
f838820 - Use built in forge tags
76e24ba - Fix miner rendering, placement, and some issues with bounding blocks.
35dcda3 - Improve drawing of buttons and add support for scaling images, change remaining back button images to using our back button image
cc9bb5d - Move button drawing override to MekanismButton, to ensure that odd size buttons render properly. Also fix the rendering of SideDataButton which got broken at some point during cleaning up other buttons
0ae7b6e - Fix a bunch of the issues with the scroll list element
09f795f - Clean up the majority of remaining usages of DisableableImageButton
aa30076 - Transition remaining DisableableImageButton usages to MekanismImageButton
bb91a42 - Convert GuiInsetElement to drawing the background for hovered, disabled, normal dynamically
a97015d - Bump GuiElement to GuiTexturedElement and make a GuiElement class that GuiTexturedElement and MekanismButton both extend.
4838d16 - Convert GasMode button to a GuiElement
896295a - Make the gas tank render the gas texture and color instead of a gray bar
ce42e29 - Tell JEI about our gui's
e69e2ae - Fix some jei gui's and update to latest forge, fixing some stuff that changed due to more fluid api changes
82abfeb - Water renders properly now, and build against first recommended 1.14 forge version, as well as require it for mekanism to load at all
687ea5a - Port https://github.com/mekanism/Mekanism/commit/02afcd7193604f8c94b02c42235cf836acef0f89
e930f3a - Port https://github.com/mekanism/Mekanism/commit/321208f9e5db78f05e0e84b48da30223267e7c0c
6dce3dc - Port https://github.com/mekanism/Mekanism/commit/4f5f698d37c8a1baecbb108c1875ebe20444f90c
6c9d7a7 - Port https://github.com/mekanism/Mekanism/commit/7479c8894a298616ba56ffa0a0fab3be1928af0a and update forge
1a80a36 - Very first pass at porting new recipe system to 1.14. Also started work on converting gas and infuse type to being nonnull. Does not compile as there are lots of reference errors having to do with the nonnull conversion. CrT integration not ported yet either
80a40e0 - "Finish" porting the new recipe system. Ore dict manager still needs work, and a lot of fixes still have to be made due to gas/infuse type -> nonnull
a6c992e - First version that can compile against new recipe system. There still are a lot of potential null pointers for gas/infusion stuff though
a6b492d - Cleanup Gas nullability in all modules but main
c4026a2 - Fix a lot more of the cases where gas/gas stacks are null
f9d5945 - Fix more errors about null checks with gases, still have to make a pass at some point for infuse types
edd63de - Finished converting remaining null cases for gases to being nonnull, there is a slight chance I missed some. Still need to finish reviewing converting infuse types to nonnull and making infusion tank store an infusion stack
b21f201 - Bit of cleanup for infusion
eb1c654 - Finish ensuring infusion types/stacks are nonnull, and make a first pass at deduplicating code by making a common Chemical hierarchy set of things for stack, tank, and base chemical. This will also allow implementing more types of chemicals easier in v10. There are still some TODOs I need to verify but for now it works and infusion tanks are proper tanks that can have insertion/extraction be simulated on
f6bacca - Convert normal infusion types to using tints instead and make an isEmptyType convenience method on chemicals
3bf1a1d - Remove lead and silver compat, and add dusts for bronze, charcoal, coal, emerald, lapis, and quartz. (Thanks xnuL for helping to create the new textures.)
db4b9bb - Add ultimate factories for each type, also make a first pass at converting the factory gui to being generated based on slot locations. Some elements are still missing and the ultimate factory container/gui needs a lot of work in moving things around so they don't overlap but other than that ultimate factories seem to work fine
224ef26 - Cleanup a lot of how enums are sent through packets
ddd53f4 - Fix some issues with JEI when getting output definitions of items
0d62c5a - Fix pipes refusing to connect to things
884ac84 - Add missing vanilla log to plank recipes manually for now
3bddff5 - Fix some machines not having particles due to checking the active state
fad3ad0 - Cleanup some minor things
0179424 - Do some work on organizing the recipes directories, add some missing recipes for new blocks/items, and convert a few more things to using tags.
7639b0d - Fix wind generators
34b2ce3 - Very first pass at making it so that recipes are done via json. Quite a bit of stuff still needs to be done, but it is able to load a recipe for the enrichment chamber successfully
554afbf - Declare all enrichment recipes via json
952f1c1 - Move crusher recipes to json, and add flower -> dye doubling enrichment chamber recipes
0486538 - Theoretically all the serializers now work
69274e5 - Convert machines and JEI to looking at the recipes added by JSON instead of at the old recipe containers.
7c339c4 - Continue converting recipes to json
54f0d39 - Continue converting recipes to json, get rid of RecipeWrapper in favor of just having the helper methods in MekanismRecipeType directly. Also add some new combiner recipes for combining dyes
fd75271 - Convert metallurgic infuser recipes to json, only have to move sawmill recipes now
b98c833 - Move sawmill recipes to json
bff803c - Keep track of GasConversion stuff using ItemStackIngredients. Also Bump some dependencies and mark "mod version" as 9.8.2 to make it easier to remember that all the commits that made it into 9.8.2 since the 1.14 branch forked off of it have an equivalent version contained in the 1.14 branch
e7f2c56 - Fix laser rendering, and fix some of the model and texture warnings during launch
635ba39 - Fix a few small errors
8be4cd3 - Fix INVENTORY rendering of transmitters, they still are invisible in world and stall the world from being able to load after closing
db5f8cd - Fix a few bugs and mostly fix rendering of transmitters. Selection and collision box does not fully work properly yet, and contents of the transmitters are currently invisible.
06598ea - Fix selection and collision boxes for transmitters. Only shows the sub selection box if holding a configurator
710f3ff - Fix mechanical pipes not working properly
54401f1 - Allow pipes to be waterlogged
2e57e38 - Fix a few different bugs, for the most part pipe contents still are not rendering properly, but it mostly works for mechanical pipes as they use a different system except for at the input/output spots
f74554e - Temporarily disable enabling blend for rendering of contents so that it actually shows something
f4315bb - Redo how rendering works for contents for now so that it works, there is some broken logic somewhere for the resistive heater/thermodynamic conductors in terms of heat values.
04ccea5 - Add more detail to TODO
fff970a - Cache various enum values results
5c63c89 - Include API package in the built jar to allow for mekanism to be run outside of a dev environment
0a78c1d - Fix a bunch of build issues, lots of errors still get thrown during starting outside of dev
ba540ef - Remove ability to "disable" blocks via the config and fix a few config issues
40c104a - Fix built jars not being reobfuscated
e92578c - Move config loading to proper event
19849c7 - Minor cleanup
cc7bbaa - Remove recipe condition that no longer exists
29cbb43 - Fix tools module compat with the different mods that are trying to edit the block stripping map.
6804356 - Even more caching for recipe lookup, and also properly copy the vanilla furnace recipes to the energized smelter.
6959314 - Patch Bounding Block light handling so that canBlockSeeSky works as expected
fa7fd77 - Fix a few things freezing when run in validate
a8a8bfb - Fix a few gui tabs not being hooked up
5cda1ff - Disable upgrading of pipes in world as the code needs to be updated
eea882f - Cleanup heat connection capabilities
1cba462 - Fix values of heat going rapidly negative
b72d5ca - Make factory gui auto generate code make them look a lot better. Still need to add progress bars
923a65c - Add progress bars back to the factories
02d29de - Remove no longer needed factory gui textures and update forge
7584c76 - Fix a few class loading crashes when attempting to launch a dedicated server
6075b1d - Fix serialization issue causing it so that it was impossible to connect to a server
307f539 - Fix bookshelf sawing recipe, and add a few sawing recipes for other wooden blocks. Also add compat recipes for biomes o' plenty and ilikewood
9bcce93 - Fix a few bugs and a lot of potential null pointers
401e79f - Ensure all the different ones are using the correct sourcesets for reobfuscation. Technically not needed for the core jar as it defaults to main, but adding it to be consistent.
d9ccbef - Fix Float values in the config sometimes having cast issues, and always resetting on launch
1edd503 - Fix overlap of some values between IItemTier and IArmorMaterial causing them not to be both implemented after reobfuscation
4b5be13 - Add TODO for further improving the caching of ICachedRecipeHolder
af20136 - Prep work on making it so we can cache more information about our recipes/if a machine fails not to try again if inputs have not changed
45c36b5 - Cleanup some getInventory calls
19bc4c3 - Refactor some things and make the API interfaces that will be used for the new inventory system
9ed6aed - Refactor a few more things, and create an implementation of InventorySlot. Lots of things are broken and this does not currently compile
fb5eb3a - Continue working on switching to new inventory system, and move more information about upgrades to the blocks themselves
fcd1bf6 - Improve method used for keeping track of what inventory slots a side exposes
1652bc8 - More work on converting inventories, and add in some logic for handling the container slot variant type
5f1e546 - Make the BasicInventorySlots keep track of what position they should be at
5735b47 - Make sure to use the proper method for getting the burn times of items.
803b5b2 - Cleanup/fix a lot of the code in the different InventorySlot implementations for insertion validation checking VS overall validation checking. As isItemValid is supposed to ignore any information about the contents of the machine/slot.
a3fe571 - Continue work on new inventory system
e39d8d6 - Continue work on new inventory system
86ce3f2 - Continue work on new inventory system
4a1175b - Cleanup more of the API for the new inventory system, and fix RelativeSide handling for if the block is facing up or down
1714f38 - Convert more things to the new inventory system
1b56520 - Mostly finish converting factories to the new inventory system
95e7869 - Made it so it compiles and fix most of issues bins have on the new system. Creative bins still need some work and things don't work in general due to onContentsChange not actually marking inventories as dirty, but progress is being made.
d0c5251 - Fix a couple bugs and add in some more TODOs. Also update forge, jei, and CrT
fecf202 - Cleanup build file, and fix mods.toml files not getting replaced properly when using runClient
a273464 - Cleanup more inventory logic code by switching it to using logic in the slots. Also cleanup the api a bit more to make logic easier, and allow for the bin slot to patch the setStackSize, grow, and shrink methods
2c636cf - Properly mark tiles as dirty when slot contents change
147e93b - Run code formatter and update forge
8e6b45e - More work moving away from magic numbers for slot ids and some prep work for moving charging/discharging to be handled by the slot themselves
7b22bfd - Rewrote and generalized the transferStackInSlot code
c3b840a - Improve handling of inventory persistence with the new inventory system, and make the upgrades inventory be persistent again
05cb09b - Fix a missed scalef from when I accidentally converted them all to translatef
de51fb3 - Some prep work on switching robit smelting to using the cached recipe system
7301125 - Lots of work on rewriting the machine side config system, currently does not compile
7f31037 - Fix a bunch of things with the new config system, still has a few issues, and is also not fully hooked up to the new inventory system
596073c - Fix persistence of config sides, it compiles again but needs more work on ordering and using it more directly for the inventory slots
607125e - Make new inventory system use/respect the side configs
d0ea060 - Fix some things about the inventory system
f6495fc - Fix some bugs with fluid tanks
909e585 - Fix checking slot type with configurator
1f6d2e1 - Cleanup incremental enums
5a9f17f - Fix input not properly shrinking
15db55f - Should fix reading packet issues on server (untested)
ffec0c6 - Fix new filter modifying existing one
40aa93d - Fix filter displaying slots when it shouldn't be
53484aa - Cleanup a bit of stuff for enums
ae23d89 - Mostly move charging/discharging logic into EnergyInventorySlot so that we can properly mark it as dirty when a change happens (as the NBT of the stack likely changed)
28c3ae4 - Make Chemical and ChemicalStack implement IHasTextComponent as well as IHasTranslationKey to make it easier to override the display name.
06781bf - Fixed teleporter textbox
a522f25 - Fix more text boxes
3d13588 - Update forge
466fabe - Add some TODOs
3f51abc - Start work on removing Coord4D, and using either BlockPos or GlobalPos depending on if we actually care about the dimension the position is in. Also pass all calls to getTileEntity via the MekanismUtils method to ensure the block is loaded
3364950 - Rework config handling some so that they sync automatically from server to client, the tools config still needs work given it currently has to load a lot earlier than we would want it to. Also fixes bronze armor never being able to spawn on mobs
0612e29 - Start converting things over to using DeferredRegisters to better support registry replacement, and cleanup how things are referenced. So far Additions and tools have had item and block registration moved over
bda6e09 - Convert Generators and main module items and blocks to be registered via the deferred registers. Still have to do all the other types of registries at some point
1933725 - Convert ContainerTypes to using deferred registers
090def4 - Convert EntityTypes to using deferred registers. This means for now the baby skeleton spawn egg is broken
b967a5a - Convert TileEntityTypes to using a deferred register
53f6f19 - Convert SoundEvent and ParticleType to using deferred registers, and fix some crashes related to upgrade tiles
860dfb7 - Convert RecipeSerializers to being registered via a deferred register
04f1352 - Switch registering fluids to be registered via a deferred register, and to have block variants flowing and buckets. The buckets currently don't have models and most of the fluids have temperatures and stuff that matches the real life liquid variants
c57a182 - Switch gas and infuse type registers to being a deferred register, and rework some of the code for how slurry is implemented and handled in the chemical crystallizer's gui. Also found some bugs and added TODOs to fix them
e470217 - Make an attribute system for chemicals to make setting their initial values easier
c2e65e3 - Annotate things properly for inventory slots, it does not verify that the things are following the annotations yet though
a911d7d - Improve how we setup variables for use during overall tile setup
e397a29 - Move item to gas and item to infuse type conversions to custom recipe types so that datapacks can modify them. Also fixed it so the conversions properly obey/check when they require more than one item for the conversion
7f3a45c - Move infusion slot consumption logic to the slot itself. Also move the gas consumption logic for advanced electric machines and item gas to item factories. There are still lots of places where the logic needs to be moved from the tile to the gas slot still, as well as do the same for fluids
f4cff05 - Move most of logic for transferring gas into/out of a slot/tank to GasInventorySlot, a few spots still have to be transitioned over. Also create code that should mostly work for transferring fluids into/out of a slot/tank. Currently is untested and not hooked up, as it does not have any handling for container items that stack and does not move them to an output slot
06acb9f - Remove most of the commented out references to IC2 and MCMultipart as when they update the integrations will have to be mostly updated anyways, due to the fact their APIs are likely to have to change a lot to properly support changes in forge
8597617 - Update forge, mappings, and make ObsidianTNT use the custom TNT stuff merged in forge 28.1.92. Also removed references to buildcraft as they are planning on moving to Fabric when they update instead of staying on forge
22fc92bb - Update readme to include notice that there won't be a 1.14 version released publicly
ff747d9 - Add another helper method to IInventorySlot, so that if we eventually make getStack return a copy we can query the stack size without having to first make a copy if we don't need any other information about the stack
a9ddad3 - Cleanup and start using drainTank in various places (fluid tank and dynamic tank still use the old method). Code is also still needed to finish fillTank and be able to use that
7dbd09f - Improve handling for how we fill fluid tanks from a FluidInventorySlot
52fb68b - Move a couple more things to FluidInventorySlot and improve overall slot predicates for a FluidInventorySlot if an item has multiple tanks
d570655 - Create a recipe type for the rotary condensentrator, and remove most built in gas tags, as the chemical types like hydrogen there is no reason another mod should really be creating a custom hydrogen type
7b17421 - Improve the VoxelShape for glow panel, laser, and logistical sorter
c0bd8f5 - Add enriched tin for the metallurgic infuser
bcea80e - Continue work on improving the VoxelShapes for various blocks
02587a6 - Continue work on improving the VoxelShapes for various blocks, and added TODO statements to all the ones that still need their VoxelShapes improved
fb3cc73 - Cleanup some references used in creating VoxelShapes
f660530 - None of the things that extend BlockMekanismContainer actually use the stuff from ContainerBlock any more so renamed BlockTileDrops to BlockMekanism and changed things extending BlockMekanismContainer to extend BlockMekanism instead. Also cleaned up generics in BlockFactory
15ecd64 - Continue work on improving voxel shapes of various blocks
c89dc9b - Improve the voxel shape for laser amplifier and tractor beam and mess with the model slightly so that it looks slightly better when looking inside. Though maybe this is a model we want to rework more later
d01e4c1 - Improve Voxel Shape for Rotary Condensentrator, and make the Energy Cube's Voxel Shape change based on what sides are enabled.
24ea683 - Remove our own added functions, using variations that exist in FastUtil, forge, or java. Also replace some Function references with UnaryOperator
93b79c7 - Continue work on making blocks have nicer voxel shapes, and clean up some numbers that did not divide nicely. Also fix rotating counter clockwise not properly rotating all values
649cc4f - Continued work on improving voxel shapes. All blocks now have decent shapes except for the "multiblocks" like the digital miner
b5b32e8 - Split VoxelShape helper methods into their own Util class and document the different parts of it
9d6c6bd - Update forge version and mappings
582ec68 - Initial implementation of having BoundingBlock proxy the VoxelShape and test it with the Advanced Solar Generator, also naming various parts in the model to be more clear what they are. Also fix a lot of Tiles that extend past one block to properly ensure we render even if the source block is not visible
8dea786 - Improve when we return if a tile is a global render, so we don't bother force rendering ones when nothing would actually get rendered when it is potentially off screen
29a3477 - use type safe getter for multiblock spawn check, to get around Sponge being dumb. Closes #5691
d19cdc1 - Lots of WIP stuff towards auto generating the angled models, Got it almost working so committing just so that if some disaster happens I don't loose all the progress. Do not use this version though as there is a lot of broken stuff/extra calculations going on from various tests I had going
0ecb52c - More WIP work, figured out what part is needed for the angle so killed a lot of old commented out code to make it easier to read
453600b - Continued WIP, basically works for angled things (unsure about angled over Y axis), but currently is unable to determine straight things
1e5ca87 - Continued WIP, started working on a way to convert models more directly to voxel shapes
17a134d - Continued WIP, use floats instead of doubles so that we don't loose precision due to not being able to represent all our input floats as doubles
f9b6719 - Still heavily WIP, but started trying to figure out how to get it to be proper dimensions for things like the wind generator given it is wider than 1x1x1 per unit
567f5f9 - More progress, the methods don't fully work yet, but they work good enough for manual modification afterwards, which is how I will finish doing the remaining things that need improved voxel shapes.
301804a - Finish fixing up the various voxel shapes. Also made all models have their components be private, still need to fix the snow not being able to land on top of full flat bounding boxes like the seismic vibrator
1b836f5 - Fix BoundingBlock being overly aggressive with caching, and getting main pos even if we have not received any coordinates yet. Snow can now fall on the seismic vibrator properly again
45eb9da - Make ThreadMinerSearch use a chunk cache. (#5689)
bbb4374 - Cleanup some generics having to do with filters
0ce3675 - Update mappings and dev version of forge, and rerun formatter
9e9dc0c - Manually merge changes from 9.8.3
3fd3dfc - Fix issue from merge adding a method that is not actually used
bac2da9 - Fix having to run clean to get the mods.toml file to respect changes to gradle.properties
b263c7f - Fix improper writing to packet of RotaryRecipes
becd371 - Go through and remove unneeded OnlyIn annotations, as it turns out I was initially wrong, and lex said not to bother mirroring where vanilla has it not even in overriding methods unless they have to be with things like item tooltips due to ITooltipFlag not existing
3170d70 - Fix various warnings of "Raw use of parameterized class"
c24561e - Fix rendering of gas bar in gas tank
2545703 - Rename some misc variables
aa7fb1a - Fix a few misc warnings
f185f92 - Make the different blocks with non full VoxelShapes be able to be water logged. Bounding blocks need a bit of work to make them start waterlogged instead of require the water to flow into the position, but that will come with a minor rework to bounding blocks in the next commit
8f4ce26 - Allow bounding blocks to be placed as water logged from the start, and fix breaking bounding blocks voiding the item instead of proxying the drops to the main block
cd772c2 - Make it easier to change what type of fluid logging our interface represents, and write some notes for what needs to be done to make it so arbitrary fluid logging would be possible
216b259 - Commit a couple missed files from the last commit, and make it so that the wind generator item only spins in non blacklisted dimensions
3cc0b26 - Make basic solar generator render in the solid BlockRenderLayer, and instead of having a TER and TEISR just use json models
e3abd95 - Add some code to read uuid, username, and accessToken from the gradle home gradle.properties file, and pass the params to the client
099d44e - Prepend "mc_" to properties in case another non mc project requires having a username field for example
e9f6ccf - Move some things around and get rid of a couple unused files
79b93ed - Fix IDisableableEnum not working properly
8152278 - Setup modules and references in the gradle file to add support for adding data generators to mekanism and its corresponding modules. Currently no data generators get run, but they do add data to a location that each module can grab its own generated data from. Additionally: - Did a bit of cleanup to the gradle file when it comes to declaring source sets - Fix Mekanism Generators registering the TileEntityRenderers at the wrong time - Setup the RenderConfigurableMachine slightly differently so that it doesn't cause the data generators to crash on running
5158276 - Update a couple dependencies, and perform a little misc spacing cleanup to the build.gradle file
8b987a8 - Move tools lang file to be generated via a data generator, and add programatic support for automatically generating en_ud lang files when generating the en_us file
1f0d5b0 - Fix inverting different types of brackets incorrectly
7d6d45a - Make FormatSplitter and UpsideDownLanguageProvider have basic support MessageFormat formats that forge adds support for. Also turns out I was wrong in the last commit and the brackets being reversed actually is needed, because I forgot the order of things gets switched around
b50ccb1 - Reverse order of arguments for UpsideDownLanguageProvider when handling MessageFormat codes. Currently does not support inverting regular text not representing a component argument that is inside of an overall MessageFormat
4569949 - Improve handling of MessageFormat in FormatSplitter, and make it so it only inverts the format style instead of changing argument order around. (I misunderstood how MessageFormat works)
19f64d0 - Add more verification to if a format type, format style pair is valid
a36c2b3 - Further improve validity checks for MessageFormat format types/styles and also write code to better handle inverting a choice. Note: This is currently bugged and doesn't properly handle not inverting nested formatting codes
312be47 - Fix improper inversion of nested formatting codes inside of a choice
07d300b - Move Additions english lang strings to a data generator, and manually port lang files for things additions lang strings for other languages from how they were built up in 1.12
b1b8318 - Start work on the port to 1.15. Does not compile
abadf9c - Continue to work on fixing various compile errors
4d25e14 - Continue to work on fixing various compile errors
463cb78 - Bump workspace to 1.15.1
7d8da73 - Replace a lot of the calls to GlStateManager with RenderSystem
64ba960 - More work on fixing various compile errors
14b86d7 - More work on fixing various compile errors and comment out a lot of the currently broken rendering code adding TODO: 1.15 comments to things that will need to be fixed/looked at before an alpha can be considered
8496e68 - Comment out more code, technically compiles now, though it crashes on startup
95b9267 - Add a patch to fix startup crash due to null entity type for baby skeleton spawn egg. Still crashes on startup due to forge not currently patching vanilla to support modded entities though
63f9fd2 - Bump forge version to allow for custom entities to be a thing instead of crashing on startup, and add model files for the different buckets. Note: the mask currently appears to be broken so they appear empty
4f12c4c - Bump forge version so that buckets look like they have contents, and also fix various bugs in additions module including the rendering of balloons
3e27e17 - Work on converting more renderers to the new system, and fix a crash when putting buckets in the heat generator
1f9c02a - Cleanup some references to creating resource locations, and add a couple TODOs
8a4511a - Cleanup a bit of stuff with how we structure models
6c19e9a - Mostly fix rendering of bins, and fix setting type of a creative bin. Also minor tweaks to a couple other renderers
6fb0996 - Continue working on fixing/porting various renderers
3be7caf - Fix rendering of energy cubes
2c0ce3a - Fix the rendering of some more models
2c4d347 - Fix TEISRs, I still want to redo how we initialize them at some point, but for a first pass at getting them working again in 1.15 this will do for the ones I dealt with. Also things like fluid tank items don't show their contents again yet
42e48f8 - Fix reactor renderer, and xray like effect for various glass blocks. Also made laser renderer not cause a crash, though it still does not render properly
0a1cbbf - Fix slightly improper rotation for south and west, and mostly fix rendering of laser
4fd632f - Fix using degrees instead of radians causing the laser to be rotated slightly incorrectly, and re-enable the other particle types that mekanism adds that never got ported to 1.14 in the first place
d46f889 - Add a TODO to mekanism tools, and remove a line I commented out for testing purposes of the last commit
5f0d66b - First pass at extracting all lang strings to constants, lots of the constants need to be renamed, and the various lang keys cleaned up to make them more organized, but I believe everything now at least has a lang key as I also added keys for a lot of stuff that was missing them. The next step will be cleaning up the names, and moving them all over to being used in the data generators, and getting rid of unused lang entries.
59404c9 - Small cleanup/add a couple more lang strings that I had initially missed
7256d88 - Cleanup naming of generator lang files, and switch it over to using a data generator for english, to allow for en_ud to be created automatically. Also go through and copy the various old lang strings for other languages to the proper location and key for 1.15. Also improved the upside down character that g gets replaced with
3f2553b - gradle: fix IDEA suggestion by using FQ name
c9ac121 - TOP api dependency (1.14 for now)
91c4141 - Move main module english lang stuff over to data generators and add some keys I had missed in my initial conversion
8779f2e - Refactor a couple names of the various registry classes/their package structure and also run reformat code on all java modules to cleanup any misc formatting/import order stuff that has crept in since the last formatting
f97d6cc - Bump forge version, and make additions and tools lang files follow the same sort order as the one the data generators produce
b8740ce - Remove setting the render layer of some blocks when not needed
72ffe53 - Move sounds that are only used in specific modules to the corresponding modules, and properly register all sounds we make available so that they are usable via the /playsound command. Also removed some unused sound files
5ec3c28 - Move various resources that are only used by mekanism generators, from the main module to the generators module
8b0ef67 - Update readme, and add alpha warnings/descriptions to various places
0ca5342 - Bump forge version, fix breaking changes, and be even more aggressive on not creating duplicate TER objects when they can be re-used between TileEntityTypes
696481e - Fix JEI integration
fc4b03b - First pass at fixing rendering of transmitters. Some things still render incorrectly and the TER part of them is not hooked up at all yet, but for the most part they work
ed67ed7 - Fix a bunch of places that posY was accidentally replaced with posX
0281cb9 - Properly rotate the texture for transmitters to make the "connected texture" part look better/proper
59730cc - Fix the coloring of the logistical transporter glass
718c3a1 - Improve caching hash for TransmitterBakedModel and also only store if there is a color or not in the IModelData, as the model itself is the same due to using a tint index. - Fix the transmitter not updating connections properly on color change - Fix only having the tint index set up for elite logistical transporters - Fix a few other minor misc rendering/model bugs
6bac442 - Fix contents rendering of PressurizedTube, ThermodynamicConductor, and UniversalCables. Still needs a bit of cleanup but mostly works now
8a4d6a4 - Rename a variable across many classes to a better suited name
534e2be - Cleanup some stuff for rendering the contents, and fix a copy paste error in the localized strings the new years message prints. Also fix a few misc issues with rendering of small transmitter center pieces where the lighting was drastically off
19c4a4b - Convert RenderResizableCuboid to using IVertexBuilder and matrices instead of RenderSystem, and port RenderConfigurableMachine to use it. Doesn't seem to work quite yet but it doesn't crash/or throw any errors so I will look at it more once more things are ported to use it, in case it is a bug in RenderConfigurableMachine
50addfa - Remove our registry override for nether portals as it does not work properly in 1.15. Instead start transitioning over to the method https://github.com/MinecraftForge/MinecraftForge/pull/6389 will add for custom nether portal frame blocks.
ca62489 - Cleanup registering of render layers
1c2db33 - Fix rendering of the personal chest, and killed the TEISR for it, instead using json for the item model
533bf07 - Fix rendering of RenderResizableCuboid and RenderConfigurableMachine. Also fix MekanismUtils.rayTrace and MekanismUtils.getHeadVec
63a0124 - Fix rendering of fluid tanks and modify the fluid (and gas) textures flowing and still, so that they render better in the gui's. And the flow texture is closer in color to the still texture
0d4293c - Fix the rendering of more things that use  RenderResizableCuboid. Also fix a few GUIs that I noticed had various issues
e449b15 - Fix transparency rendering for the resizable cuboid
fb27db9 - Fix a few more renderers including the one for mechanical pipes
65b93d6 - Fix rendering of logistical transporters
7c2ca94 - Revamp a bunch of MekanismTools - The config more properly syncs from servers (and updates the stats on the item as far as the client is concerned) - Adjust armor texture location to use the default location - Make Axe, Shovel, and Paxel return that they can harvest if the tool type is right and they have a >= harvest level (PickaxeItem already does this) - Made the Paxel be able to also perform shovel right clicks to make grass paths, and extinguish campfires - Added a "Paxel ToolType" so that if other mods add paxels or blocks that they want destroyable by a "paxel" then we can properly break them as well - Fixed Chestplate lang values not having the material type in them - Went through and cleaned up some of the default values for various materials to properly match the 1.12 defaults - Fix the config wrapper for floats to properly support negative numbers - Reinstated the separate paxel config values for max durability, efficiency, and enchantability
1ecb9ab - Fix changing configurator mode via scroll wheel
880ece8 - Fix Refined Glowstone armor rendering, and partially get the main module gear rendering properly in third person, though it has a bunch of rendering issues
cdce14c - Fix rendering of jetpack, armored jetpack, free runners, gas mask, and scuba tank. Also made it so that they properly show the enchantment glint though I am not sure if they can be enchanted normally/if it even does anything to them. Also remove a few no longer needed ATs
3b4f792 - More cleanup to remove some ATs on GUIs given there are now getters for variables/protected
b16f6ad - Fix texture being wrong for the right hand port of the quantum entangloporter
24a9112 - Add license file so GitHub displays License type
c8cde68 - Remove compat for some BOP blocks that got removed, and fix crashing on server due to some client side only methods
23389d6 - Add lgtm configuration file to specify that we want it to build with java 8, and to use a version of gradle that FG3 actually supports
22cab6a - Fix files being excluded from lgtm, and also update the current optional dependencies
a09e338 - Add target reference to data gen run config in case name gets changed somehow that it continues to work properly
3b534c5 - Update various templates (#5702)
08e1186 - Updated a few things and also bump version number for the first alpha