Electrodynamics

Electrodynamics is a mod that brings realistic, world-based science and technology into Minecraft along with some other additions.

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Electrodynamics - Version 1.5.5 build 0 Latest Release

Published by aurilisdev over 4 years ago

  • Add option for quantum assembler dupe tick time
  • Fix fission reactor meltdown logic ( math )
  • Dont send any empty packets
  • Small refactoring
Electrodynamics - Version 1.5.4 build 6

Published by aurilisdev almost 5 years ago

Version 1.5.4 build 6

Changes

  • Protect against disintegration inside other sealed fields
  • Dont produce antimatter cells if you use empty quantum cells.
  • Quantum Assembler config option for turning the blacklist into a whitelist.
  • Code Cleanup
Electrodynamics - Version 1.5.4 build 3

Published by aurilisdev about 5 years ago

Version 1.5.4 build 3

Game Changes

Better antimatter generation. Now based on speed
Fix that the mod doesnt work on servers

Electrodynamics - Version 1.5.4 build 2

Published by aurilisdev about 5 years ago

Version 1.5.4 build 2

Game Changes

Fixes antimatter item names.
The consealed status of the fortron field projector works better now and is more consistant
Improve the control panel so it checks 8 blocks in a line behind it instead of having to be a part of the reactor
containment build.
Fix issues with the centrifuge model

Electrodynamics - Version 1.5.4 build 1

Published by aurilisdev about 5 years ago

Version 1.5.4 build 1

Game Changes

Stop using the siren texture for everything and use iron bars instead.
Fix bug with block icons for blocks with metadata - code change 5
Only show electric item durability when they are neither empty nor filled.
Add new circuit press! (Can now craft circuits ALOT easier)
Add new circuit press NEI support!
Remove old cable render and change it to a better item texture.
Fix bug where the physica command with an argument "item" would not work. - code change 10
Change superconductive names to superconductor
Add new effect for forcefield previews so it doesnt hover from nothing.
Fix explosion api bugs
Improve fortron field sealed code and isInField methods. Now saves status when unloaded.
Change particle accelerator texture.
Split texture system for all of the submods so they aren't connected anymore

Code Changes

1 Add asset method in EnumConductorType.java so it can be used more in general.
2 Rename Location.java to GridLocation.java
3 Rename Method getElectricityUsage() in ITileBasePowered to getPowerUsage()
4 Rename TONS of files and make them lowercase so it is easier to update to newer versions of minecraft.
5 Add getIconFromDamage() in ItemBlockMetadata.java
6 Improve equals method in GridLocation.java
7 Implement new and improved recipe system that is shared across all blocks that have recipes in them like machines. This can be implemented with other mod apis in the future.
8 Unoverride fields in the TileBase.java
9 Add alot better enum for the BlockElectricFurnace
10 Stop using getItemInUse() in CommandPhysica.java and change to getCurrentEquippedItem()
11 Add alot better enum for the BlockBatteryBox
12 Change battery box power system

Electrodynamics - Version 1.5.2 build 1

Published by aurilisdev about 5 years ago

Electrodynamics - Version 1.5.1 build 0

Published by aurilisdev about 5 years ago

Version 1.5.1 build 0

Electrodynamics - Version 1.4.6 build 5

Published by aurilisdev about 5 years ago

Version 1.4.6 build 5

Game Changes

Add a config option that allows you to modify other mods's visuals to use watt ticks instead of RF. This only works on mekanism currently and is on by default.
Decrease turbine max rf so it actually holds the max steam * energy and not the max value of an integer.
Optimize models themselves.
Add a battery box. This has three sub-blocks which is the "Battery Box", the Advanced "..." and the Elite "...".
Fix that the world was generating lead blocks instead of lead ore.
Fix bugs with the coal generator.
Add custom textures for all the machines. They now use a set of defaults plus whatever they use that is different.
Add an electric furnace. This works the same as a normal furnace except that it is faster and uses electricity to run
Remove wattticks from the waila integration.
Optimize model rendering.
Separate wattticks into watt ticks. This also applies to watt seconds and watt hours.
Improve quantum cell texture.
Improve electromagnetic cell texture.
Improve steel ingot texture. Made it darker.

Code Changes

Remove useless code in the CommonProxy.java
Move all source code in the old src/main and separate it. Now there are two new folders, src/core and src/resources.
Stop using ForgeDirection.class in all the places that we can. We now use the custom 'Face.java' This is because of the changes in future MC versions.
Stop using X,Y,Z in all the tileentities that we can. We now use the custom Location class. This is because of the changes in future MC versions.
Stopped accessing worldObj directly. This is also an "abstraction" layer to the old code.
Stopped using the tessellator in most classes and we now use a wrapper for it. This is also an "abstraction" layer to the old code.
Add a custom model loader so that we can continue to use obj models in the future.
Add an abstraction layer for sides in sided inventories.
Remove massive amounts of code frop the javax.vecmath api. We dont need this here? Only used once. Changed to Vector3f's from elsewhere.
Made packet ids more consistant.
Move relative rotation stuff into the face class itself.
Remove parts of the cofhcore api as we dont need it.

Electrodynamics - Version 1.4.5 build 4

Published by aurilisdev over 5 years ago

Version 1.4.5 build 4

Game Changes

  • Add a radioisotope thermoelectric generator that can produce between 10 and 640 watts of power. It does this by using the radiation from uranium ore.
    All you have to do is add a stack with a certain amount of uranium ore into its inventory and it will produce (stacksize * 10) watts of power.
  • Add a coal generator which can produce between 0-10000 watts of power. For it to do so you just add coal into it and it will slowly heat up.
  • Add more spamless messages so it doesnt spam your chat when you get messages from physica but instead uses the same lines over and over again.
  • Update ingot textures slightly so that the edges are more in contrast to the rest of the texture.
  • Update electricity system so that energy storage is now watthours/seconds/ticks and so on and the power transfer is watt(s). This is more realistic and
    fits the theme quite nicely.
  • Optimixe fission reactor slightly-
  • Add custom block descriptions that appear when you hover over physica items. You can also get custom information by pressing SHIFT.
  • Fix bugs with the electricity network that caused a power loss.
  • Update electricity text so that it shows for example milliwatthours until it has reached 10 000 of said unit and then it goes to the next. It feels more dynamic
    and better for certain items.
  • Update voltage visuals so it shows the "V" after the number.
  • Update the multimeter so it has support for all energy receivers and providers in a way where it shows the energy stored + the side output for providers.
  • Add custom rendering for the thermometer so it renders the current temperature at all times.
  • Add support for WAILA so it shows wattage for physica tileentities.

Code Changes

  • Massive changes to API. Moved alot of the API somewhere else so it is not spread around everywhere and is actually a part of the api package. Update the
    api so that it used custom events and not just the base events that are implemented in forge. This makes it easier to update the mod.
  • Add an abstraction layer so that it is easier to update the mod to different versions of forge.
  • Improve Physica api usage so that COFHCore which is the main energy api isnt used anywhere other than in the abstractionlayer.
  • Update Physica api so that the entire energy api is changed and we now have our own electricity implementations. These can be used by other mods as well.
  • Change alot of "energy" names to "electric(ity)"
Electrodynamics - Version 1.4.4 build 1

Published by aurilisdev over 5 years ago

Version 1.4.4 build 1

  • Stop other mods from using the physica ore in their smelting processes. They can still use it if it is on purpose.
  • Fix bug with energy network that stopped certain electric blocks from working.
  • Update Aurilis License to add terms for contributors.
  • Fix issues with energy cables. Would only accept one connection per block.
  • Change infinite energy cable energy amount to Integer.MAX_VALUE
  • Stop gas centrifuge from being able to store progress. The gas would just mix again.
  • Make the chemical boiler store progress.
  • Make the chemical extractor store progress.
  • Add optimized version of the turbine model for fast graphics
  • Update all ingot textures.
  • Update all plate textures.
  • Update wrench texture.
  • Update wrench rendering so it is rotated in the right way when holding it.
  • Remove the Micro Measurement unit since the text was bugged. Lowest is now milli.
  • Fix durability bar for electric items. Only shows the bar when it has been used at all. If it has 100% then the bar does not render.
  • Reduce hazmat armor durability to fix bugs.
  • Remove the energy storage in the reactor control panel
Electrodynamics - Version 1.4.3 build 13

Published by aurilisdev over 5 years ago

Version 1.4.3 build 13

  • Make max energy code shorter.
  • Update energy cable render so that it can support multiple types and not just copper.
  • Fix energy cable lighting issues.
  • Update energy cable recipes and add 4 different kinds. Copper, silver, gold and superconductive.
  • Update blocklead texture. Has custom png.
  • Make blocklead texture brighter.
  • Add silver ore
  • Add silver ingot
  • Update measurement class. Add integervalue method.
  • Add more flexibility to the electricitydisplay. Can now show energy per tick
  • Optimize energy convertion.
  • Add dynamic support for fake inventory containers. Aka ones with no custom slots.
  • Add custom text to the energy cables.
  • Add superconductive ingot.
  • Add superconductive blend.
  • Optimize and change centrifuge model and texture.
  • Optimize and change chemical boiler model and texture.
  • Fix lead ore texture. Had the wrong colours.
  • Add a reactor control panel. This can be placed as a part of the lead encasement.
  • Add custom texture for the reactor control panel where it turns on and off.
  • Fix tin ore texture so it is brighter.
  • Change wrench texture.
  • Make energy cable textures darker.
  • Add usage text to centrifuge gui.
  • Add usage text to chemical boiler gui.
  • Add usage text to chemical extractor gui.
  • Switch places for temperature and time left text in the fission reactor gui.
  • Fix usage text in the particle accelerator gui so it shows per tick.
  • Add reactor control panel gui.
  • Fix some minor bugs in the centrifuge NEI recipe handler.
  • Update spin for the centrifuge so it stays at the rotation it was at when it looses power.
  • Fix electromagnet meta data placement.
  • Make centrifuge gui bigger.
  • Make chemical boiler gui bigger.
  • Make chemical extractor gui bigger.
  • Update chemical boiler power usage to 750 watts.
  • Update chemical extractor power usage to 750 watts.
  • Made the reactor encasement check faster.
  • Update fusion reactor power usage to 125.0 Kilowatts
  • Update gas centrifuge power usage to 1.5 Kilowatts.
  • Optimize the insertable control rod gui creation.
  • Update particle accelerator power usage to 169.5 Kilowatts.
  • Update quantum assembler power usage to 35.5 Kilowatts.
  • Add custom reactor control panel tileentity.
  • Fix crash when you wrenched energy cables.
  • Add support for metadata when wrenching blocks.
  • Update entire energy cable system so that instead of each cable carrying energy by themselves and moving that around to other cable the energy cables
    now are a part of a bigger network that sends energy from a provider of energy to all the receivers.
  • Optimize energy cables ALOT by using this new energy system. No longer updates energy cable tile entities at all.
  • Add more checks for the canprocess method in the gas centrifuge.
  • Add a multimeter which you can use to get energy network stats. Right click on a cable to do this.
  • Update all GUI'S in physica nuclear physics so that they show the proper amount of energy that is being used per tick.
  • Update chemical boiler gui so it shows the proper amount of power used.
  • Update chemical extractor gui so it shows the proper amount of power used.
  • Update gas centrifuge gui so it shows the proper amount of power used.
  • Update particle accelerator gui so it shows the proper amount of power used.
  • Update Particle Accelerator gui show the used amount is now in WattHours.
  • Fix unit system so you can actually see numbers with the prefix "Giga" and not just "Mega".
  • Fix crash with rotating tiles.
  • Add system wehre the centrifuge connects to the chemical boiler from the back. These tileentities now have proper input and output textures so you can see where to connect them.
  • Gas Centrifuges will now autorotate to connected chemical boilers.
  • Gas Centrifuges now take 2400 ticks to finish one item as in the older atomic science.
  • Fix code where the chemical boiler progress bar used the centrifuges required_ticks. They are now separate.
  • Cleanup all code and add custom formatting so this will probably not change again.
Electrodynamics - Version 1.3.3-1

Published by aurilisdev over 5 years ago

Version 1.3.3 build 1

Fix recipe where lead ore smelted into steel ingot
Add forcefield render class for beams.
Move all beam rendering into the renderworldlast event so they dont remove tileentities behind them on render.
Fix overlapping text in the fortron field constructor gui.
Optimize beam rendering.
Change location vector name.
Change getLocation name in tiles to getBlockLocation.
Improve vectorclasses for memory.
Remove blockLead from the oredictionary.
Change forcefield texture to the old one with some animations so it isnt static.
Add reinforced hazmat armor.
Add custom renderer for neutron capture chamber items so they render correctly in inventories.
Optimize radiation code.
Spread radiation in a circle instead of a square out of the melted reactor.
Fix power generation with lava only
Cleanup code

Electrodynamics - Version 1.3.2-9

Published by aurilisdev over 5 years ago

Version 1.3.2 build 9

Increase the melted reactor radioactivity size
Optimize lead incasement and increase the radius. The lead must now be at the fourth layer away from the reactor.
Add more support for radioactive blocks in the oredictionary including metadata. This will make sure that mods that support this actually uses the most radioactive versions of the block. An example is ICBM-Classic.
Tripled the radiation emitted from radioactive blocks and add particle effects.
Fix NEI integration for the chemical extractor. Shows uranium ores properly now from every mod in the game that is running.
Fix NEI integration for the chemical boiler. Shows uranium ores properly now from every mod in the game that is running.
Update fortron field texture so that the top actually tiles with the sides properly.
Update fortron field texture.
Add a preview to the fortron field constructor so it shows an illustration of the mode selected above itself. It also glows at this stage.
Update the fortron machine block's GUIs so they have toggle buttons.
Add proper support for physica nuclear physics in the fulmination handler. Can be used without having nuclear physics installed.
Add blockLead to the oredictionary. This adds support for other mods to use the lead blocks in Physica.
Update the block lead recipe so it uses lead plates as well.
Actually add whitelist/blacklist toggle in the interdiction matrix.
Optimize rendering for the fortron field constructor.
Add custom status message in the fortron field constructor. Now shows what it is doing currently.
Optimize memory consuption in the beam renderer ALOT. This is by 1000% or more by default and if you are using more than just a couple machines this helps the memory consuption that these blocks use ALOT.
Add better build scripts. Only important for developers.

Electrodynamics - Version 1.0.0.3

Published by aurilisdev over 5 years ago

Version 1.0.0.3
Fix issue with radiation potion where it would show another potion.
Update PhysicaAPI
Optimize the turbine model and its render class
Update radioactive dirt, grass and stone spread code so they all share the same code. It is also more dynamic and works better.
Add the radioactive grass to the ore dictionary. Can now be integrated into other mods like ICBM
Optimize fission reactor steam generation a lot.
Made the fission reactor steam generation radius bigger. Is now a 5x5 area like in the old Atomic Science.
Remove laggy code in the fusion reactor.
Fix crash in insertable control rods. Move client code to the client only.
Optimize plasma and make it degenerate slower. Won't spread until 1 second has passed now.
Improve turbine power generation. Will now work more dynamically and only generate what it should generate. Was producing power for all turbines even though only one was actually getting steam.
All turbines that are part of a big turbine will now show the main turbine's power storage instead of its own.
Fix crashes with the radiation potion for other mods.
Update hardness for all blocks in the forcefield mod. They are now harder and will survive more.
Add more debug code and made it so that only operators can see debug messages.
Fix steel plate recipe so you can use steel from other mods as well.
Add another slot to the quantum assembler. There will now be one input and one output slot. This will make it possible for you to "dupe" items that have nbt tags. However, when you do this the nbt will be removed. Examples of this can be a block with an inventory or an item with a custom inventory when you use it.
Fix crash with the chemical boiler recipe.
Increase radiation radius. Is now calculated by "temperature / 300.0".
Buff hazmat suit durability.
Improve turbine texture so that the turbine blades have a contrast in comparison with the rest.
Made turbine spin slower.
Buff hardness on the gas centrifuge, chemical boiler, chemical extractor, fission reactor, fusion reactor, insertable control rod, neutron capture chamber, particle accelerator, quantum assembler and turbine blocks.
Remove the "ingotUranium" key from the ore dictionary for uranium-235. This made uranium processable in other mods. This is not supposed to be the purpose.
Optimize and improve fission reactor particle generation alot.
Made radiation last longer for the melted reactor.
Added incasement code for the fission reactor so now it won't irradiate if it encased by a suitable block. The only ones that work currently are lead blocks.
Add lead ingots.
Add a block of lead.
Add lead ore.
Add lead ore generation options in the config.
Add lead plate.
Fix that uranium ore from other mods wouldn't work with Physica if the metadata was higher than 0.
Change turbine sound slightly so they work better with minecraft.
Improve the control rod's item render in the player inventory.
Update thermometer so it will show what it signals at every time you right click it and not just when you change it.
Change fission reactor water boiling particle generation. Will now create smoke particles and sounds.
Revert commit "926954b150af7fc45c925272624309900271067f".
Update code formatting to C style.
Cleanup code.

Electrodynamics - Version 1.0.0.2

Published by aurilisdev over 5 years ago

Changelog:

  • Added changelog for version 1.0.0.1
  • Fission reactor performance has been improved - server side
  • Fusion reactor performance has been improved - server side
  • Make turbines spin better than it was before. More consistent.
  • Made fusion reactors survive plasma even though they aren't running. Also, add more blocks to the "survivable" blocks list.
  • Optimize dark matter item drops.
  • Improve Physica damage source API
  • Add more death messages for radiation sources. They now have 2 different death messages: "died from radiation exposure", "held too much uranium".
  • Add a custom damage source for plasma. Has 4 different death messages: "'s electrons flew off their body", "fell into a fusion reactor", "tried to swim in plasma", "was vaporized by plasma".
  • Add a custom damage source for forcefields. Has 3 different death messages: "tried to walk through a force field", "was disintegrated by a forcefield", "walked into an energy field".
  • Made infinite energy cubes unbreakable in survival like bedrock.
  • Improve fission reactor particle emittion.
  • Add more and different fission reactor particle emission.
  • Improve and expand the forcefield protection API.
  • Add an insertable control rod. Can insert by increments of 5 and also has a total shutdown button.
  • Increase the Fortron field block's explosive resistance to 2 to the power of 31. Aka the max value of a float
  • Add a reload command for the config.
  • Made the fission reactor GUI's "time left" text more dynamic.
  • Fix bugs with the chemical extractor NEI recipe handler.
  • Add a NEI recipe handler for particle accelerators.
  • Improve the fission reactor explosion when a meltdown occurs.
  • Increase the fission reactor explosion size.
  • Add a melted reactor core block. This is highly radioactive and smelts the stone around it. It also spreads radiation to grass, stone and dirt.
  • Add radiated versions of grass, stone and dirt.
  • Add a quantum assembler blacklist and related /Physica item command to get the item name for this blacklist.
  • Add a config option for the dark matter max uses.
  • Improve the radiation system a lot. All radiation now works in the same way for all sources.
  • Made forcefield able to survive wither, and matrix kills the wither now.
  • Improve the NEI integration API.
  • Improve turbine performance - client-side
  • Improve Fortron capacitor performance - client-side
  • Improve coercion driver performance - client-side
  • Made the required particle accelerator size smaller. Works with 50x50 now. Takes 1 and a half minute to reach 100.0%
  • Add a Geiger counter so you can see the amount of radiation around you. This also emits the classic radiation click sounds.
  • Radiation now damages electronics.
  • Fix bugs with radiation that damages creative players.
  • Improve electronic items so that they show the amount of electricity in the durability bar. Electricity also works better now.
  • Improve radiation potion effect colours.
  • Fix crashes with the neutron capture chamber.
  • Made radioactive items emit radiation when dropped.
  • Add an NEI recipe handler for the blast furnace.
  • Optimize all NEI recipe handlers.
  • The cleanup code in the entire project. Changed some names here and there. - Dev related only.
Electrodynamics - Version 1.0.0.1

Published by aurilisdev over 5 years ago

Changelog:

  • Cleanup code
  • Fix crash bug where the game would crash when the chemical extractor was being used without any water.
  • Fix server crash if ore gen was set to 0
  • Fix bug in the centrifuge, chemical boiler and the chemical extractor where they would drain a battery without ever processsing
  • Fix incorrect temperature "type" when clicking the thermometer. Was kelvin is now celsius.
  • Made hazmat suits unrepairable
  • Optimize startup
  • Move ore dictionary registrations into item and block registers and remove ore registers
  • Make recipes harder for particle accelerator, quantum assembler, chemical boiler, control rod, turbine, plasma containment block, all hazmat armor recipes, coercion driver, fortron field constructor, interdiction matrix, biometric identifier and focus matrix recipe
  • Make neutron capture chamber operating speed based on reactor temperature. Also make one tritium cell take 90 seconds to produce with a temperature of 4500 C.
  • Buff uranium ore count per chunk by 25%
  • Made chemical boilers work as long as they have water for the next tick and not the entire recipe cost.
  • Added status text for chemical boilers, neutron capture chambers, centrifuges and chemical extractors
  • Removed inventory text and power usage for chemical boilers, neutron capture chambers, centrifuges and chemical extractors
  • Made particle accelerator blocks actually count as electromagnets
  • Change identification "CLASS" name. Only code change.
  • Fix crashes with multiple identification cards in the biometric identifier with a matrix connected to it.
  • Made turbine sounds better by lowering the amount of noise.
  • Optimize big turbines.
  • Made turbine spinning a little bit more consistant
  • Fix big turbine power output so a big turbine is better than 9 small ones
  • Fix forcefield sealing
  • Made forcefields not update blocks around where they are placing forton field blocks. This would stop gravel falling in etc.
  • Fix crash bug with the anti-spawn module.
  • Upped fortron capacity in constructor by 10 times
  • Changed fission reactor model
  • Changed middle fission reactor model
  • Fixed tiny size bugs with fusion reactor model
  • Lowered radiation damage on the hazmat suit in the uranium ore and made the radiation colour more green.
  • Lowered hazmat suit max damage to 40000 from 200000
  • Upped irradiating item damage and made it more dynamic. Will irradiate more if it has been used in a reactor.
  • Changed irradiating item colour so it is more green
  • Made high-enriched fuel cells irradiate more and low-enriched less.
  • Made uranium 235 irradiate 25% more
  • Made fission reactor radiation more dynamic and more dangerous. Does actually change the radiation level when getting closer.