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Deep Resonance Changelog
McJty edited this page Oct 9, 2016
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- Update to new ElecCore (which is required!)
- Increased the range of the screen radiation module to 256,256,256 instead of 64,64,64
- No longer show liquid amount in The One Probe tooltip as TOP does this on its own now in the latest version
- Fixed a potential liquid loss issue in combination with fluid pipes (like pressurized fluid pipes from EnderIO)
- Added JEI integration for the laser, the smelter and the purifier. Using that you can see what these three machines do on the liquid as well as which stats do what for the laser and so on.
- The rclPerCatalyst config was accidentally ignored
- Added dimensional shards (if rftools is present) to the table of laser infusing materials
- Fixed a problem with the deep resonance crystals that made them impossible to extract out of rftools storage scanner
- Fixed a problem where client-side the tank would toggle input mode when right clicked with a bucket
- Removed unneeded pushAttrib/popAttrib calls
- API RFTools Control update
- New API for RFTools Control
- Integration with RFTools Control. Deep Resonance adds 4 opcodes to measure RCL liquid stats
- Support for Forge Energy Units
- Fixed the energy collector, resonating crystal and laser renderers to correctly restore GL state. This should fix lighting issues with EnderIO tanks
- Fixed a crash in the Open Computers driver for the tank
- Small fix to the pedestal
- Elec332 fixed excessive spam.
- Elec332 totally rewrote the tank system. This should make it more stable and avoid the spam issues that was common with many people. This does require the latest ElecCore.
- Fix a bug where breaking a glowing crystal might not reset the glowing state
- Cleaned up tank code and possibly fixed some syncing bugs. Also removed the unused duct code
- Increased default chances of resonating ore spawn from 3 to 5
- Martin Zeller added full Open Computers integration to Deep Resonance! There are drivers available for all Deep Resonance machines
- The valve now has redstone mode support
- The valve now defaults to 100/100/100% to make sure that after placement it doesn't send liquid down immediatelly
- Fundamentally changed how the laser works:
- Previously it would take 500mb out of the tank, infuse that and then reinsert that liquid into the tank (causing it to mix with what is already there). This method has some issues. Say you have a laser catalyst that adds 10% purity with a maximum of 100%. If the tank contains 1000mb of RCL at 95% purity then with the previous system it would extract 500mb (which is still at 95% purity) add 10% purity which will end up at 100% purity since it is capped to 100 and then reinsert that 500mb of 100% pure liquid into the tank. This would result in 1000 mb RCL of 97.5% purity. This is wasteful since essentially the catalyst was only half used.
- With the new system it will always operate on the entire tank at once. So with a tank of 1000mb of RCL at 95% purity it will get all that liquid, add 5% purity (since the catalyst adds 10% for 500mb it would add 5% for 1000mb) and reinsert 1000 mb of 100% pure liquid. This is much more correct and less wasteful.
- When purity goes below 0% the RCL that is destroyed is always 200mb now (per consumed catalyst).
- Fixed localized name of machine frame
- Fixed poisoned dirt model in hand
- Fixes RF/t for crystals for The One Probe in some situations.
- Deep Resonance has been ported to McJtyLib 1.9.0 which brings many cleanups and changes. So don't forget to upgrade to that version!
- Trying to get the radiation suit model better. Almost there...
- Support for The One Probe (http://mods.curse.com/mc-mods/minecraft/245211-the-one-probe)
- (release removed)
- Fixes for latest RFTools screen API changes.
- VictinX fixed a crash bug with Deep Resonance when the generator fires up
- Updates and fixes for latest forge (1865)
- Elec332: Tank "mode" overlay was not displayed until block update
- Elec332: When in creative, make tanks with fluid in them unbreakable or drop themselves when broken
- Elec332: Properly ported sounds
- Depends on latest McJtyLib (beta14) to get WAILA support back
- Fixed a bug in the pedestal where it would not accept items properly
- Depends on latest McJtyLib to fix tooltips.
- Fixed the radiation monitor item.
- More fixes for latest forge. Should work now.
- Fixes for latest Forge. WARNING! Requires a new version of ElecCore that doesn't exist yet!
- Fixes for latest McJtyLib (beta12)
- Fixed a problem with many DR machines as they implemented IItemHandler the wrong way which made some things (like hoppers) insert and extract items from slots that they shouldn't
- Fixed a problem with many DR machines as they implemented IItemHandler the wrong way which made some things (like hoppers) insert and extract items from slots that they shouldn't
- Fixed a crash bug with the radiation suit
- Fixes compatibility with latest forge (Warning! ElecCore needs to update too)
- Fixed a server side crash when the pedestal would place or break a crystal
- Needs new McJtyLib (beta10)
- Better chunkloading test (more robust)
- Fixed a possible crash bug when spawning crystals. Sometimes this could cause a crash during worlgen
- canitzp added a more generic system against Radiation (for other mods)
- First port of Deep Resonance to 1.9!
- The purifier will now only extract the liquid (200mb) from the tank when it actually does the operation as opposed to taking it out immediatelly, then waiting, and then purifying. This prevents the problem that the tank seems to contain 200mb less then it should be and also prevents possible liquid loss when breaking the purifier.
- Changed the purifier to purify to slightly above 85% to cope with rounding errors. That way you can now set the valve to 85% to extract the liquid once the purifier is done with it.
- Changed the purifier so that it consumes a bit more of the filter if the purity is near 85%. Previously it was consuming far too little.
- Got a new crystal model that looks more 'generated'. This is now used for crystals that are generated by the player. The original model is used for crystals that can be naturally found in caves.
- The crystalizer renders more nicely now.
- The old /drgen crystal command has been renamed to /drgen spawncrystal. Added a new /drgen crystal command that can generate any crystal. The command will also show the amount of radiation that the crystal will give if it is attached to a generator.
- Added a new /drgen showradiation command that will add debug blocks in the world to show the level of radiation
- Fixed a client-side problem with the generator sound looping in some circumstances.
- Many radiation related configuration changes:
- The radius of radiation is now also based on efficiency (not only strength and purity)
- The strength of the radiation is now logarithmic so that purities near 100% are also usable.
- Reduced maximum radiation.
- Increased maximum radius.
- Made 100% purity crystals still produce some radiation. The radiation levels are very low and easily shieldable with a single wall of obsidian or dense obsidian.
- Increased the level at which poisoned dirt is generated from 200000 to 300000.
- Radiation shield blocking now actually works properly.
- Added a versioning system to the configs so that it is now possible to let DR itself refresh the configs when a lot has changed. So be careful: this versions all config changes that you did will be overwritten.
- Fixed a problem where some small amount of liquid could get lost if the total amount of liquid in the multiblock tank was not divisible by the amount of blocks. For example, if three tanks contained 100mb of liquid then when the chunk is reloaded (because you exit the game or go away from the place) the tanks would contain only 99mb liquid (3x33). Now one tank will be filled with 34mb and the other two 33mb so that you will get 100mb again.
- Fixed a potential liquid loss problem with the tanks.
- New RCL Screen module if RFTools is present (to show RCL stats on an RFTools screen)
- Fixed unlocalized names so that they don't clash with some other mods (Thaumcraft in this case)
- Needs latest ElecCore (version 240)
- Doubled natural crystal spawn rate. They were a bit too rare
- Decreased the rate with which 'liquified crystal' is consumed by the laser
- Made the purity setting in the valve set to 84 by default so that it doesn't accidentally let RCL through after initial placement
- Made it so that very low levels of radiation have no effect anymore. Previously even a value of 1 radiation would alreasy cause hunger. That way the suit can actually nullify radiation and the shielding is more useful too
- Elec332 and me fixed some very serious tank issues that could come up if you used multi-block tanks. The contents/max contents would very often be wrong depending on circumstances
- Fixed unneeded dependency on RFTools
- Fixed a world breaking bug when the pedestal places crystals while the generator is running
- Fixed a bug where the laser would not remember how much energy it had stored
- Radiation is now calculated based on the middle position of the player instead of the feet. That way blocking radiation works much better for standing behind a shielded wall which starts exactly at the feet of the player
- The radiation suit is back but looks crap!
- Crystals are now more friendly to rabbits and chickens
- The lens no longer hurts the player
- Updated Chinese translation (VictiniX)
- Elec332 fixed possible crash when removing a tank and quickly afterwards placing another tile (this could happen without the player doing it with the railcraft hidden block).
- Fixed a bug where the purifier would destroy RCL if there was nothing to purify (i.e. purity was already maximum).
- The radiation shielding (with dense obsidian, dense glass or lead blocks) works much better now. Previously even a thick wall of these blocks would keep spots where the radiation would leak.
- Implemented a radiation overlay on screen in case you are holding the radiation monitor. With this overlay you can see the current amount of radiation without having to right click. You can reconfigure the location of this text (and even disable it) in the config.
- Update to Chinese language translation from VictiniX888.
- Fixed a server side problem with the new player model. DR would crash on servers.
- The crystal also removes the new 'idM' tag that is generated by McJtyLib 1.8.0 so that owner is again no longer registered as it should.
- New resonating plate block (made out of 9 resonating plates). This block also randomly gives radiation when it has a redstone signal (can be configured)
- Armor model from SkullyGamingMC. Not perfect yet but it is a step forward.
- Fixed the chestpiece recipe. It was upside down
- The laser cap calculation didn't work with the result that it was possible to use various catalysts beyond their intended usage (i.e. more then 60% power for redstone).
- The purifier would keep on purifying and consuming filter items even when not needed. This has now been modified so that the consumption rate of the filter material depends on how much was actually filtered. If the filter could do 25% then 100% of filter material will be consumed. Otherwise it will be less.
- In addition the filter will no longer lower purity if the purity already happens to be above 85%
- Bug fixes on the tank. This means Deep Resonance now works properly on a server! Elec332 also did major changes so there should no longer be any threading issues and other problems.
- Doubled the maximum power a crystal will generate. So all your existing crystals will produce double power (same RF/t though)
- Changed the purifier so it can also work if there is only a tank at the top or the bottom. In that setup it will purify the liquid in-place. This makes it much easier to create in-place purification setups (only need one tank instead of five).
- You can now insert/remove liquids from a tank using a bucket or bottle. Does not work for RCL though as that liquid has special attributes.
- The valve can now also make sure that the bottom tank has a certain amount of liquid in it
- Fixed the tank tooltips so that they again show the fluid contents of the tank while in your inventory. They also do this with one digit precision now.
- Implemented a new laser and lens system. With this system you can infuse RCL to improve it beyond what the normal system can do. With some effort you might be able to get a crystal that can produce 20000 RF/tick and has a total of 1 billion RF in it. To do this you need spent (or unspent, but that's wasteful) crystals and some catalyst items. Insert both in the laser, give it power and a redstone signal and you're good to go:
- A correctly placed laser setup is like this: tank, lens, air, laser (pointing in the right direction)
- Note that the laser will not check if the block behind the lens is actually a tank and a tank that contains the right liquid (RCL). It will waste power and catalyst items if there is nothing useful after the lens! Be careful.
- The laser will infuse 500mB RCL at a time. So it takes out 500mB, infuse it with a catalyst item, and then it will inject the infused liquid back.
- There are various supported catalyst items (diamond, emerald, redstone, ender pearls, glowstone, gun powder, coal, blaze powder, ghast tears and nether stars). You can configure these in the config and even add other catalyst items. Some of these items also have negative effects so take care!
- Most catalysts have a cap. For example, with redstone you can only raise strength to 60%. If you want to go higher you need other materials. To get to 100% for strength and efficiency you will need ghast tears or nether stars.
- Some catalysts reduce purity. Nether star for example, reduces purity with 60%! Be careful with this as lowering the purity of the liquid to 0% will destroy 90% of it!
- Note that spent crystals with higher strength will be able to infuse more items (the blue bar in the laser GUI will raise higher)
- A tip: remember that the normal purifier system can purify up to 85%. So you can first purify to 85%, then infuse various things into the liquid (which might reduce purity a bit) then go back to 85% again with the normal purifier system and only then purify using the more expensive infusion process. Needs more machinery to set up but it saves on materials.
- The laser and generator controller now implement the EnderIO interface so that they connect visibly to insulated redstone cables. You still have to set strong signal on the EnderIO cable to have it work though.
- Added a creative only liquid injector to inject RCL into a tank (for testing purposes).
- Added Chinese translation from VictiniX.
- Started working on the lens but this is still WIP and not usable.
- Elec332 fixed a bug where Deep Resonance failed to work on servers (placing tanks caused crashes).
- Elec332 fixed a tank related bug that sometimes occurred when tanks were in unloaded chunks.
- Depends on McJtyLib 1.7.0
- Fixed possible client syncing issues when DR was used in combination with RFTools
- Fixed many rendering and flickering issues
- Doubled the default amount of liquid that one filter item can filter because it was really using a lot of materials now. Delete the config to get the new value
- Fixed the tanks not giving the right info (for the RFTools liquid monitor for example)
- Depends on McJtyLib 1.6.1 for better block ownership control.
- Tanks should be more stable now (thanks to Elec332 for working on this).
- Russian translation by Anton.
- It was not possible to automatically extract the crystals from the crystalizer.
- Fixed a bug where the purifier would keep on purifying even if no liquid was in the tank.
- Fixed TESR's so that chests stop flickering.
- Improved item textures for armor pieces so you can now actually see what is what.
- Bug fix with waila compatibility in combination with Deep Resonance. This means Deep Resonance will now require McJtyLib 1.6.0.
- New Pedestal block that can help with automating the placement and removal of crystals for a nearby generator. It allows you to pipe in crystals and the pedestal will automatically place the crystal in front of it if there is room. If the crystal in front of the pedestal is depleted then it will be removed and put in an adjacent inventory. If no such inventory exists then the depleted crystals will be ejected in the world.
- New Valve block that can selectively let through crystal liquid if it satisfies certain conditions (based on purity, strength, and efficiency). The valve will take liquid from the tank above it and (if possible) transfer it to a tank below. Using this block it is possible to have a purification system that can purify up to 85% purity with only a single purifier.
- Energy collector renderier should now flicker slightly less.
- Avoid ownership saving of resonating crystals. This is a feature of McJtyLib but resonating crystals don't need ownership.
- Fixed a bug where the smelter would work even without RF energy.
- Make sure one crystal can only be 'managed' by one generator.
- A depleted crystal now gets a white texture.
- Reduced the default maximum radiation radius a bit.
- It is now possible to disable the explosions in the config.
- Elec332 implemented a radiation suit. The amount of protection you get depends on how many suit pieces you have on you. Fully equipped you get about 95% protection (by default, this is configurable). Note that the texture on this suit is probably the ugliest ever. This is work in progress :-)
- Elec332 did several stability fixes on the multiblock tanks. They are hopefully fully ok now.
- Radiation and pollution work now. An exploding crystal and a working generator will (depending on power and purity of the crystal) generation polution in a certain area:
- You can make a radiation monitor item to show how much radiation is in the area.
- You can use obsidian, lead, dense obsidian or dense glass blocks (the last two from Deep Resonance itself) to shield from radiation. Multiple layers of this material shields more radiation.
- Removing the source of radiation will not immediatelly remove the radiation. This needs time.
- Big radiation effects can cause random destruction events to occur like things going on fire, random damage to living entities, leaf blocks being destroyed, dirt/farmland being replaced with poisoned dirt, ...
- Tanks work. These are multiblock structures that can accept any kind of liquid.
- For RCL (the liquid of this mod) they will also correctly merge the characteristics of the liquid. i.e. mixing a 10% pure liquid with a 20% pure liquid will result in a 15% pure liquid.
- Tanks support a comparator that indicates the relative amount of liquid in the tank. This is important because the smelter works best with a 40-60% filled lava tank below it.
- Many fixes on the generator. Breaking blocks works correctly (generator will shut down and restart if possible).
- Slightly increased chances of crystal spawning.
- Implemented the smelter. Put a lava tank (preferablly filled with 40-60% lava) below it and an empty tank above it. Then put resontating ore in the smelter and give it power.
- Implemented the purifier. Put an RCL tank on top, filter material inside the machine and then another RCL tank below it. The RCL from the top tank will be purified (25% extra purity) and merged in the tank below. The spent filter material will be ejected in an adjacent inventory. Note that the purifier cannot go beyond 85% purity. The enhancer (not implemented yet) will be able to give you more purity.
- Implemented the crystalizer. Put an RCL tank below it and it will slow generate a crystal. It also needs power.
- Tons of other fixes and improvements.
- Fixed a dependency on a version of ElecCore that hasn't been released yet.
- Fixed a compatibility issue with WAILA.
- Needs McJtyLib 1.3.0.
- Needs ElecCore 1.4.130.
- The first usable release of Deep Resonance. In this version the powergen works but you can only use naturally spawned crystals since it is not yet possible to make your own crystals. So do not expect a lot of power with this right now (about 104 RF/tick maximum with a naturally spawned crystal).
- Warning: all powergen, radiation, and explosion strength values in this version of Deep Resonance are not guaranteed to remain as they are now. This is still work in progress and things may be rebalanced in various directions.
- Note that if you had crystals of DR 0.1.0 then these will be upgraded because I made the power level too small. This is done automatically for all crystals that are on the ground. If you have a mined crystal in a chest then putting it down will upgrade it.
- Crystals explode (violently) when another explosion triggers near them. This depends on the strength and power of a crystal. Naturally spawned crystals are not as bad.
- Exploding crystals as well as generating power from dirty crystals (which includes the naturally spawned crystals) will generate radiation. This radiation will cause various bad effects like hunger, poison and so on. The radiation of natural crystals is limited in radius and strength. There are no ways yet to counter this radiation. Turning off a generator will slowly remove the radiation (can take a while).
- Implemented a radiation meter. This is capped to radiation of strength 200000 which you will normally never encounter with the crystals you can get right now.
- Implemented the generator multiblock. This multiblock needs one or more generators, one energy collector (only one will work correctly, in the future it will be made sure that you can only use one), and one generator controller to turn the generator on (with redstone). A generator block can handle up to two crystals as well as up to 10000RF/tick. For more crystals you need more generators.
- Internally Elec332 did a lot of work on the fluid system and the smelter. Since this is not ready yet these blocks have not been enabled. That's for a future release.
- 'nanakisan' contributed a better looking crystal model.
- First release. This version is only about oregen. Both for the resonating ore as well as the crystals. Nothing else can be done with this mod. As such this mod is not useful unless you want to make a new world that already contains the ores for later.
- Deep Resonance also requires McJtyLib 1.1.0 (this implies that if you have RFTools and wants to add Deep Resonance you must upgrade RFTools to 3.21).
- Note the ore is relatively rare (a bit more common then diamond but spawns between 2 and 30 so might be harder to find). The crystals are very rare. They only spawn in caves and you will be lucky if you find one :-)
- Implemented retrogen. I have tested this and it appears to work but use at your own risk! Don't come complaining to me if your base is suddenly replaced with resonating ore. Make backups first in any case. Retrogen is disabled by default. You can enable it in the config (config/deepresonance/main.cfg).
- Made sure RFTools adds a dimlet for resonating ore and also configures it to rarity 5.