rtc-2.7.4-neoforge-1.21.1.jar
Curse Maven Snippet
What's new
Big ol log:
Nuclear Winter:
- Expanded /rtcwinter with 'emission' to start an emission.
- Increased radiation exposure from both nuclear winter and emissions.
- Made emissions considerably more dangerous when outside.
Emergency Radio Changes:
- Fixed the audio repeating.
- Fixed mute bug.
- Nuclear ground-zero information only appears in dimensions where a nuclear detonation occurred.
Emergency Radio Overhaul:
- Created a full priority-based broadcast queue.
- Added proper alert-begin and alert-end sequences.
- Reduced the audio of the alert.
- High-priority nuclear and emission broadcasts interrupt lower-priority weather reports.
- Interrupts wait for the current spoken clip[ to finish instead of cutting or overlapping.
- Additional events occuring during an interrupt are folded into the active announcement batch.
- Events arriving after information playback begins create a new interrupt branch.
- Multiple nuclear detonations can be collected into a single coordinated warning.
- Nuclear broadcasts announce the detonation-point chunk coordinate digit by digit.
- Added payload annoucements using megatons.
- Added special handling for multiple simultaneous nuclear detonations.
- Added nuclear-winter and emission warnings.
- Added weather-status broadcasts with priorities.
- Added nuclear-reactor incident broadcasting support.
- Portable radios use their appropriate radio-style annoucement sounds while following the same broadcast timing.
Radio frequencies and morse code:
- Added configurable communication frequencies to emergency radios.
- Radios on the same frequency can communicate with each other.
- Added manually held morde-code transmission button.
- Morse timing is automatically decoded into letters.
- Decoded messages appear in the radio console.
- Morse code is relayed to other radios on the same frequency without playing the transmitted audio from the sender.
- Morse code plays a tone on the receiving end based on the hold length.
- Added funny song to channel 117, in which the audio plays when the receiver is unmuted, does not have morse code going through it, and of course when there is no alert going on.
Added fully multiplayer radio stations to the Emergency Radio:
- Players can permanently claim frequency channels and host their own stations.
- Added a complete music interface with local/server libraries, playlists, queue controls, looping, skipping, and playback controls.
- Supports WAV and OGG uploads, automatically converting tracks into spatial mono audio.
- Uploaded music is securely validated, stored by the server, and distributed to every listener—including players joining later.
- Added fast chunked transfers, automatic retries, caching, duplicate detection, and reliable dedicated-server synchronization.
- Music plays spatially from every unmuted radio tuned to the station.
- Broadcasts and Morse transmissions temporarily lower the music volume.
- Added scrolling song titles, uploaded-track highlighting, transfer progress, and preparation indicators.
- Station ownership, queues, and playback survive reconnects and server restarts.
- Added server upload permissions and safety limits for file size, format, duration, and malformed audio.
Rocket Emergency Telemetry:
- Added klaxon and rocket-launch-detected announcements.
- Added properly timed launch countdowns and liftoff announcements.
- Added destination announcements for Earth, Nibiru, Azura, Vulcan, and the Sun.
- Added transfer confirmed with mission success lines.
- Added unique Sun failure sounds.
- Added catastrophic failure sounds.
- Added multiple-rocket interrupts.
- Launches and arrivals can be heard across dimensions.
Rocket Simulation:
- Rockets now keep their active travel chunks loaded throughout launch and interplanetary transit.
- Destination dimensions continue simulating the rocket without requiring a player to be present.
- Weather and nuclear reports remain dimension-specific, where rocket telemetry is universal.
Accurate Weather Tracking:
- Fixed the old weather tracking by replacing it with an authoritative server-weather tracker.
- Added several intermediate rain and thunder warnings between the early forecast and final warning.
Rocket Control Unit GUI:
- Replaced the rough dotted planetary orbits with smoother orbital lines.
- Added a cool CRT display shader to the screen.
Vulcan & Azuran Items:
- Fixed some tooltip descriptions on the items.
Fan Physics Overhaul:
- Reworked fan airflow a bit.
- Turbofans can now move more entities than just items.
- Fixed particles in the vertical directions.
- Fixed three-vector intersections.
- Improved corner handoff behavior so conveyer-like fan systems can route items though complex paths.
Arc Furnace and Arc Blast Furnace:
- Made the Arc Blast Furnace quicker.
- Redesigned the GUI to use a shader similar to the #vulcan_items tagged tooltips.
Acid Machinery:
- Corrected the acid vat's display to hold 1,000 mB.
- Added 10% productivity to the Acid Reactor.
Vulcan Storm Power Economy:
- Reworked Vulcan weather into distinct power-producing storm windows.
- Storm cycles now occur approximately every four minutes.
- Strong storms last around a minute.
- Storm buildup takes a few seconds as well as departure.
- Calm intervals last around two to three minutes.
- Vulcan clouds now use this new system to scale the visuals.
- Lightning rods now generate independently instead of sharing a player-based strike budget (actually really dumb way of doing it, can't believe I let it slide for so long).
- Adding more rods now directly increases power collection.
- Rod cooldowns are stagged by position to avoid synchronized mass strikes.
- Chromium rods capture approximately 30 kJ during a full Vulcan strike.
- Hafnochrome rods have 4x of that.
- Natural atmospheric strikes were normalized per dimension.
- (You will definitely need more Accumulators now)
Azura Lightning Generation:
- Chromium and Hafnochrome rods now work on Azura.
- Generation reads the storm level and the rain cycle for Azura.
Overworld Lightning Generation:
- Chromium and Hafnochrome rods now work on Overworld.
- Ordinary rain generates substantially more energy.
- Chromium strikes on Overworld produce approx 100 kJ every 30 seconds.
- Thunderstorms increase Chromium output to double that but every 10 seconds.
- Hafnochrome rods keep the 4x multiplier.
Early Vulcan Progression:
- Kept it basically the same but with the new system, we force lightning to strike the dusts periodically, but less frequent than before.
Fusion Power Rebalance:
- Fusion Turbine output is now 2.5 kJ/t.
- Fusion Reactor plasma production is 1 mB/t.
- One reactor can continuously supply one turbine.
- Thorium alloy now provides 100-300 mB plasma reaction yield.
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