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guh
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changelog
48
changelog
@ -1,47 +1,3 @@
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## Added
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* New grenades
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* Universal system where there's only one grenade item
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* A grenade is composed of a shell, filling and fuze, which can be mixed and matched as needed
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* Instead of having dedicated grenades with impact or long timers, the desired fuze can simply be put into any grenade configuration
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* Comes with proper 3D models and animations
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* Grenade max stacksize has been drastically reduced (and now depends on the shell used)
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## Changed
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* Updated russian and chinese localization
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* Removed the euphemium and DNT compound plate recipes from the anvil, they are now plasma forge exclusive
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* More RoR integration
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* PWRs can now output the control rod position
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* Industrial turbines and leviathans can now output their current energy production
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* Industrial turbines can output their current flywheel speed in %
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* The ZIRNOX now outputs its heat and pressure
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* The CCGT can output the turbine setting in percent, the turbine's RPM and the produced energy
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* The fusion reactor plasma vessel can output its output plasma energy and fuel consumption in percent
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* Cast plate foundry molds now have a triple variant
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* Zombies now have a chance to drop copper, aluminium and titanium ingots (1:200 each)
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* The burner press now has nine additional storage slots for things like stamps and reserve fuel
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* Crucible recipes no longer require templates, instead featuring a recipe selector
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* This means that the template folder has been fully deprecated
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* The item still exists solely for providing the icon for the recipe selector
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* Improved minigun muzzleflash
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* The flash is now faster and larger
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* Moved the origin up to be at the firing barrel instead of the center of the rotor
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* RoR implicit addition as well as RoR display components now support 64 bit integer numbers (~9 quintillion) instead of just 32 bits (~2 billion)
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* Antischrabidium can no longer be made via cyclotron, it is now exclusively post particle accelerator
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* Reduced the cost of armor batteries to compensate for the new capacitor recipes
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* Quadrupled the amount of polymer created by recipe
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* Petroleum gas required has been doubled
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* Cadmium and fish oil to rubber recipe now needs mmore fish oil and outputs 16 rubber at once
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## Fixed
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## Fixed
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* Fixed euphemium compound plate recipe not yielding four items as it should in the plasma forge
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* Fixed the grenade crafting handler not checking if a shell/filling combination is even valid, allowing weird combos
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* Fixed NTM rare item drops ignoring the mob loot gamerule
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* Fixed dispenser fired laser grenades crashing the game
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* Fixed flamethrowers not properly igniting entities on direct hit, only via lingering fire
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* Fixed PWR RoR components not properly showing the possible values/functions when connected to ports
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* Fixed missing ports on the plasma forge
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* Fixed wrong texture being bound in the crucible for the molten metal gauge
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* Fixed RoR panels having no hardness at all
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* Undid the change to the crucible where using no recipe would fill up the recipe stack anyway because people would NOT STOP smelting stuff then setting the recipe after the fact which DOES NOT WORK.
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* This change however introduced yet another inconsistency with external pouring behavior that I simply cannot be assed to fix, so we are just rolling all that back
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* If you're still to dumb, bald or irradiated to use the crucible correctly, please bother LITERALLY ANOYNE EXCEPT ME.
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* This basically fixes the aforementioned inconsistency
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* Fixed meteorite sword progression having some issues ever since the fusion reactor rework
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@ -21,6 +21,7 @@ public class GrenadeCraftingHandler implements IRecipe {
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if(hasForeignObject(inv)) return false; // can't be non-grenade items and can't be more than 4 items total
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if(hasForeignObject(inv)) return false; // can't be non-grenade items and can't be more than 4 items total
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EnumGrenadeShell shell = getFirst(inv, ModItems.grenade_shell, EnumGrenadeShell.class); // only one shell, null otherwise
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EnumGrenadeShell shell = getFirst(inv, ModItems.grenade_shell, EnumGrenadeShell.class); // only one shell, null otherwise
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EnumGrenadeFilling filling = getFirst(inv, ModItems.grenade_filling, EnumGrenadeFilling.class); // only one filling, null otherwise
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EnumGrenadeFilling filling = getFirst(inv, ModItems.grenade_filling, EnumGrenadeFilling.class); // only one filling, null otherwise
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if(!filling.compatibleShells.contains(shell)) return false;
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EnumGrenadeFuze fuze = getFirst(inv, ModItems.grenade_fuze, EnumGrenadeFuze.class); // only one fuze, null otherwise
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EnumGrenadeFuze fuze = getFirst(inv, ModItems.grenade_fuze, EnumGrenadeFuze.class); // only one fuze, null otherwise
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// this leaves the extra unaccounted for, but the restrictions we put in place will allow exactly one without dedicated check
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// this leaves the extra unaccounted for, but the restrictions we put in place will allow exactly one without dedicated check
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return shell != null && filling != null && fuze != null;
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return shell != null && filling != null && fuze != null;
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@ -43,15 +43,18 @@ public class EntityBulletBeamBase extends Entity implements IEntityAdditionalSpa
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public EntityLivingBase getThrower() { return this.thrower; }
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public EntityLivingBase getThrower() { return this.thrower; }
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public EntityBulletBeamBase(EntityLivingBase entity, BulletConfig config, float baseDamage) {
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public EntityBulletBeamBase(World world, BulletConfig config, float baseDamage) {
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this(entity.worldObj);
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this(world);
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this.thrower = entity;
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this.setBulletConfig(config);
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this.setBulletConfig(config);
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this.damage = baseDamage * this.config.damageMult;
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this.damage = baseDamage * this.config.damageMult;
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}
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}
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public EntityBulletBeamBase(EntityLivingBase entity, BulletConfig config, float baseDamage) {
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this(entity.worldObj, config, baseDamage);
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this.thrower = entity;
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}
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public EntityBulletBeamBase(EntityLivingBase entity, BulletConfig config, float baseDamage, float angularInaccuracy, double sideOffset, double heightOffset, double frontOffset) {
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public EntityBulletBeamBase(EntityLivingBase entity, BulletConfig config, float baseDamage, float angularInaccuracy, double sideOffset, double heightOffset, double frontOffset) {
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this(entity.worldObj);
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this(entity.worldObj);
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@ -191,7 +191,8 @@ public class ItemGrenadeFilling extends ItemEnumMulti {
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Vec3 delta = Vec3.createVectorHelper(target.posX - x, target.posY + target.height / 2 - y, target.posZ - z);
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Vec3 delta = Vec3.createVectorHelper(target.posX - x, target.posY + target.height / 2 - y, target.posZ - z);
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if(delta.lengthVector() > range) continue;
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if(delta.lengthVector() > range) continue;
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EntityBulletBeamBase sub = new EntityBulletBeamBase(grenade.getThrower(), laser, 30);
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EntityBulletBeamBase sub = new EntityBulletBeamBase(grenade.worldObj, laser, 30);
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sub.thrower = grenade.getThrower();
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sub.setPosition(x, y, z);
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sub.setPosition(x, y, z);
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sub.setRotationsFromVector(delta);
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sub.setRotationsFromVector(delta);
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sub.performHitscanExternal(delta.lengthVector());
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sub.performHitscanExternal(delta.lengthVector());
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