Migrated all recipes to the Vanilla recipe manager, making them visible to KubeJS for modification.
- Added the Power Flower - a solution for mid-game power generation
- Added the Chrono-Separator-O-Matic for farming animals to feed to the Power Flower
- The Item Mincer is now craftable and usable for power and food
- Fixed incompatibility with step-height-entity-attribute mod
- Reduced unnecessary fluid pipe ticking
- Fixed crash due to Advanced Integrator loading client-only classes
- Fixed Limiter Valve and VSC not syncing changes to server in multiplayer
The PLC's language has been un-lobotomised. Now it can do all sorts of exciting things!
- The clunky program outline has been replaced with a spicy new text-based assembly/instruction list language. This enables useful things such as comments, line breaks and indentation to make code readable.
- Added arithmetic instructions
- Added labels jump/branch instructions, enabling loops and flow control
- Error lines and the line that is currently executed are highlighted in the IDE.
- Interactive mode still exists, so assembly can still be done manually.
The PLC can now use actuators other than its own robot to do things.
- The ROBOT instruction selects an actuator, such as a Robotic Arm, for the following instructions to use.
- The Executor block acts as a mini PLC for the actuator it faces.
- The EXEC instruction will send an instruction to an Executor, allowing multiple instructions to run simultaneously with different actuators. This enables production lines.
Other things:
- Made Lung Extensions craftable
- Finally removed the perpetually WIP vat blocks
- Fixed datapack errors so that Meat Steel and Whisper Brass are craftable again.
- Added the Charnel Pump
- Added the Phage Ray
- Added some detrimental effects of Enlightenment
- Fixed vascular conduit networks not loading properly
- Fixed some minor memory leaks
- Added Flex Tanks
- Added Fluid and item gauges
- Added comparator support for some machines
- A few more decoration blocks
- Switched to Flywheel for block entity rendering
- OBJ loading through Myron
- Reduced block entity syncing and block API lookups
- Initial EMI support by @unilock
- Added the Bovine Horror
- Fixed crash due to Enlightening beam
- Fixed fluid pipes not disconnecting properly
- Added the Advanced Integrator
- Made the Bovine Horror obtainable in survival
- Added the Upgrade Manager
- Added the networking tool and data transfer
- Made the Pylon produce data for an Advanced Integrator
Removed accidental usage of an Architectury event.
EDIT: This version still (accidentally) depends on Architectury accessWideners. If you encounter IllegalAccessExceptions, try installing Architectury.
The energy density of Ethereal Fuel has been increased drastically, so it should be easier to store in large quantities.
I added a larger tank. Tanks also drain into the tanks directly below them.
There are some helpful tooltips to indicate why a machine isn't running.
The Crusher's 'animation' now looks like an actual animation.
I decided that machine surgery recipes were too boring and derivative, so I added a programmable logic controller! I thought long and hard on how to make a real PLC intuitive and accessible in Minecraft and... well, I'm sure its usable. It's slightly limited on the logic side currently, but it can perform sequences of actions repeatedly. Not only does it provide a new crafting mechanic, but it also provides the means by which to automate it.
To do list dump:
- [done] Reduce amount of Ethereal Fuel produced
- [done] Add Homogeniser
- [done] Reduce minimum power for Grinder and other machines
- [done] Indicate whether a machine is operating
- [done] Fix up Death Blades
- [done] Improve Grinder model and animation
- [done] Add advanced tanks
- [done] Make tanks fill the tank below
- [done] Update Fluid Interface texture and model
- [done] Add PLC
- [done] Add tooltips for PLC components
- [done] Finish PLC immediate mode
- [done] Add manufacturing recipes and workpiece mechanics
- [done] PLC Recipes
- [done] Reimplement all surgery recipes with the PLC
- [done] Reimplement transforming tools with the PLC
- [done] Add REI support for PLC recipes
- [done] PLC Redstone interface
- [done] Disable player movement when using the PLC
- [done] Cache manufacture step instances
- [done] Remove lore text from some items
- [done] Fix missing texture log messages that have accumulated
- [done] Limit PLC selection range
- [done] Instruction insertion at cursor
- [done] Allow instruction cancelling
- [done] Guide entry for PLC
- [done] Add recipe for Redstone Interface
- [done] Fix PLC recipe syncing
- [done] Update Github readme
Fixed Advanced Motor recipe.
The power system has been changed once again! This time I caved in and abandoned the fluid gimmick. I have added cables. Except they're not called cables: they're called Vascular Conduits!
I have overhauled fluid pipes for the fourth time! They are now decentralized! This allowed me to remove loads of jank and weirdness. Hopefully they'll be slightly more stable now.
Brains can now be obtained by feeding cows Enlightened Brains.
The Surgery Table now spawns particles at all valid structure blocks when right-clicked.
I added the Solidity Observer purely so that I could make a concrete machine. It might also be useful with tree farms. It's pretty redundant, but it's there. Don't worry about it.
I made an Assault Drill. It's a drill. You can use it to bore large holes in other living organisms, killing them in the process. It can be enchanted. This is an incredibly important feature and definitely what I should have spent my time working on rather than, you know, the power system and all the other janky and broken things.
Yellow Scaffolding now no longer looks like soggy cardboard.
Cows can be squished with the Hydraulic Press again. This is a very important feature.
Added some more useless nonsense that may never be finished: The God Worm, the Keeper, the Mob Surgery Machine, blah blah blah.
Fluid pipes have been completely overhauled due to performance concerns. Previously, fluid would be transferred directly from storage to storage. This has been changed in favour of a more traditional approach where fluid is temporarily stored in pipes. For efficiency, only pipes with three or more connections will be ticked. For example, a pipe that connects two fluid storages only will only have two ticking block entities regardless of length.
An new item routing system is in the works! If you're a masochist, you can use this! Item pipe networks can be made smart by connecting them to a Pipe Driver. This will allow requesters and storage buses to communicate and send items to you.
There is now a toilet which, when given a redstone signal, flushes any entity above it down by two blocks.
Guns now have a trigger system that is separate from Minecraft's normal use/attack signals. Not being the current focus, they are still largely useless. I'll get round to integrating them one day.
- 'Fixed' a crash associated with a Mixin by removing it entirely.
- Fixed filling behaviour of the Bottler.
- Added more food items such as the Cronencake. Ignore its screams.
- Added a pipe for filtering fluids.
- Added the Flame Jet
- Added a method of combining any two tools with the Surgery Machine.
- Added a new Mincer.
- Meat is now produced by refining Tissue Slurry with the Trommel. The Mincer and Death Blades now produce Tissue Slurry.
- Using an Item Mincer, food items can be converted into a liquid which retains the food's hunger and saturation values. Fluids with different values can be mixed together.
- Added REI support for more recipe types.
- Various bug fixes and other minor alterations.
- Added the Feeding Trough
- Added the 'Machine Surgery' crafting system
- Added a mob cloning system
- Added a few food items
- Milk can be obtained by squeezing cows with a hydraulic press
- Fixed Airtruck issues with newer Geckolib versions
- Miscellaneous fixes and addtions
- Added more useless WIP blocks
- Added in-game documentation
- Minor bug fixes