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Changelog.txt
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Changelog.txt
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Version 1.1.9-x:
The April's fools fish only happens on april's fools.
Fixed sigil tooltip.
Updated to the latest forge to ensure compatibility with new fluid stuff.
Added a way to enable corruption messages only for player, and not the whole server.
Allowed the blacklists to take metadata so that they are actually useful.
Fixed the Personal Etheral Blocks letting everyone go through them.
Fixed the Orb recipe page because of a change in Guide-API.
Added a way to craft the different tiers of tanks.
Fixed the text under some pictures being too long of simply not there.
Added the Assembly of the High Altar: an altar building ritual.
Added positive effects to Soul Corruption after 1000 corruption.
Probable fix for the issue with Forbidden Magic's Orb not using the Energy Battery class.
Allow using * as a wildcard in the Transposition/Teleposition Sigil blacklist.
Version 1.1.9-Pre:
Changed the Soul Corruption storing mechanic. It's fixing issues and unpracticalities ^-^.
It also means that players' corruptions will be reset to 0.
Fixing some stuff that would kick players when hitting mobs with an empty hand.
Fixed it so much that the mods now runs again server side!
Fixed an issue that would add an empty NBT tag to some items, causing issues with their stacking.
You now get a free claimed chunk in the SN dimension, unless you turn the config for it off.
You now need to have an Ethereal Manifestation in your inventory if you want the item/ritual to have its representation in the SN Dim.
Abandonned trying to make my own book system. I'll just try and fix Waslie's.
Fixed a bug with the free chunk assignment. -- Removed the automatic chunk assignment. It's not useful anymore.
Added 7 different types of Ethereal Blocks. Fuun!
Updated to Blood Magic 1.3.0b-3. I didn't test the fix, but it shouldn't be crashing with it anymore.
Fixed the Ritual Representations. Now they work perfectly!
Fixed the Altar Diviner algorithm.
Added a Teleposition Sigil!
Fixed a derp with one of the API tiles.
Added a Transposition Sigil, with its very own blacklist!
Fixed a huuuge dupe bug with the filler and FZ barrels -_-.
The Altar Manipulator is now finally in! Recipes, entries n' everything :D.
Switched to Guide-API.
Added silly april's fool fish :3
Version 1.1.9-Alpha3:
Finalized the Soul Network Manifestation system. I need now to give it a bit of fluff and couple of kicks in the butts, but it's close.
Soul Branch rendering is now done! :D
The Altar Diviner now pulls the stuff out when the crafting operation is done. Yes, it's awesome.
Fixed the range on the Timberman upgrade. Woooops.
More SN Representation, and fixed a 'slight' oversight. That would bug it all!
Added events for Soul Corruption.
Added a full Corruption Tool set.
Fixed derps in the portal code.
Added documentation. FINALLY! I should be close to done with it. :D
Fixed a lot of bugs that would prevent Sanguimancy from working server side, and some derps in the code.
Player are now seeable through walls if you are corrupted enough.
Version 1.1.9-Alpha2:
Implemented the customNBTTag interface in all of my tile entities but one. This allows other mods to store data on my tiles!
More work on the SN Manifestation. ISNComponent, ISNKnot, ISNBranch and ISNPart have joined the party!
The system should be totally working. Now I just need to use it C:.
Version 1.1.9-Alpha1:
Added a wand that can store 4 Complex Spell Crystals.
Added a 10% chance of rituals not starting if Soul Corruption is over 15.
Started working on the SN Manifestation.
Added Bloodstone and Large Bloodstone slabs and stairs.
More work on the SN Manifestation, and fixing the Altar Diviner rendering!
Updated to the last Blood Magic.
Hilburn added a Blood Interface! Yay, thanks a lot to him :D.
Fixed a world crashing bug. C:.
Proof of concept on the SN Manifestation is done. Now on to the real thing!
Version 1.1.8-4:
Removed dependency on ttCore. It's not needed anymore.
Removed the Aura of Obliteration. It's not gone forever, I just need to rework it. A lot.
Changed the sacrificing mechanic to use WayofTime's secure stuff instead of mine.
Started working on wands. Yes, wands. Shhh!
Version 1.1.8-3:
Fixed a bug with the Aura of Obliteration.
Updated to Blood Magic 1.2.1
Version 1.1.8-2:
Bugfix. The PortalLocations file could sometimes not be created. I yelled at it, and now it works.
Version 1.1.8-1:
See changelog under :D.
A lot of stuff was added, but it's not in the book. That's because one is soon going into Blood Magic itself, and I'll switch to using that once it's done.
Version 1.1.8-Pre10:
Added a dependency on ttCore.
Fixed portal orientations.
Added a sanguimancy folder to the world save.
Improved the Quarry ritual a lot. It is instant, but it works a lot better and costs a lot more. By default you don't get the items mined.
Fixed the Chunkloading log not getting generated if the sanguimancy folder already existed.
Modifications to the Blood Amulet. Can now be filled in machines.
Version 1.1.8-Pre9:
Fixed a world crashing bug with portals.
TehNut added some configs.
Changed a bit the event for corrupted infusion.
The Ore Lump texture is finally what it should be. No comment.
Reworked the Blood Cleanser totally.
Fixed a lot of syncing issues with the tanks.
Portals don't load the chunk anymore, it's not needed. They also don't crash anymore.
Textures for the items that didn't have any.
Changed the stones needed for the portal rituals, and ignoring ritual stones in the portal ID.
Added NEI compatibility for the Blood Cleanser.
Version 1.1.8-Pre8-3:
Fixed a derp in the portal registry code. OOPS.
TehNut adding Logging instead of System.outs.
Disabling ChunkloadingLog if the LoadingLog is installed. It does exactly the same.. but it's not in Sanguimancy :P.
Changed the way portals register their IDs. They now ignore any block of the air material.
The cost to activate a portal is now 15k LP instead of 5k.
Fixed the LP cost when going through portals. Oops again.
Fixed the Portal blocks not getting removed correctly.
Fixed a couple of derps in the ritual codes... I have no idea how they went here :D.
Added some particles to the portal blocks.
Fixed the max number of portals. Again...
And sounds to the teleportation!
Version 1.1.8-Pre8-2:
Fixed a crash with the Portals if the arrival chunk wasn't loaded.
Fixed a bug with the portal ID not registering correctly if the ritual was oriented differently.
Portals now cost LP to travel. 1k if you want to go to the same dimension, 10k if it's another one.
Changed the way the portal ID is registered. It now uses the blocks' registry name instead of the unlocalized name.
Made the portals load the chunk they are in, so that they always work.
Along with this, added a ChunkloadingLog.txt. This file logs all the forcing and unforcing of chunks in the game. It is here for admins.
The ChunkloadingLog.txt can be found in the world save.
Moved the PortalLocations file to the world's save too. It was global before...
Renamed it to SanguimancyPortalLocations.dat. Just because.
Hopefully fixed the Player's Locating spawning a Player Pointer entity near the activating player.
Version 1.1.8-Pre8-1:
Added the Gate of the Fold ritual. This ritual is a bit complicated. Expect some more info later. Yes, later.
It creates a portal, but a highly modulable one. Very highly modulable. It also works across dimensions, and for all entities.
Fixed a bug in the Quarry ritual.
Fixed a bug in the Felling ritual.
Version 1.1.8-Pre7:
Final version of the pump ritual. It will pump whatever fluid is in the tank above it.
The fluid block is replaced with stone to avoid flowing liquids.
Added a Quarry ritual, to dig big rooms easily. It voids the blocks by default, but uses reagent to collect them.
Version 1.1.8-Pre6:
Added a PlayerCorruptedInfusion event.
Fixed a couple of derps in Corrupted Infusion.
Fixed a crash with NEI compatibility.
Completely reworked the Timberman ritual. It works much, much better now.
Added a pump ritual. This is not its final version.
Version 1.1.8-Pre5:
Moved SanguimancyItemStacks to an inner class of RandomUtils.
Added an event that is fired when a player does Corrupted Infusion.
Fixed derp on the NEI compat.
Version 1.1.8-Pre4:
Totally reworked Corrupted Infusion. Nothing should change on your side, but it is much better now.
Fixed Blood Amulet, I derped it up when changing its cost.
Version 1.1.8-Pre3:
Added a Blood Amulet that heals the player when he has less than 5 hearts, at the cost of Blood.
It can be filled by right clicking a Blood Tank filled with Life Essence, and uses 1200mb/half-heart.
Waila Compatibility for the Blood Tank.
Version 1.1.8-Pre2:
Render and texture for the Blood Tank! Thanks a lot to skyboy for this, I did close to nothing C:
Reworked the code of the Lump Cleanser to make it that much better
Version 1.1.8-Pre1:
Added Ore Lump Cleaner. Cleans Ore Lumps into their respective ingots by bathing them in blood.
Gui texture was made by Kris1432 the Awesome. (I credit him for being a Kroos).
Ore Lumps do something now, they turn into ingots.
Added a Blood Tank that can store any fluids. Sadly it doesn't have a model yet.
Version 1.1.7-2:
Updated to Blood Magic 1.2.0a and after.
Added Ore Lumps. They do nothing at the moment.
Version 1.1.7-1:
See changelog down below :P
Version 1.1.7-Pre6:
Added new Blood Utils API and some entries. Woop!
Version 1.1.7-Pre5:
NEI Compatibility for Corrupted Infusion.
Changed the way Corrupted Infusion works a bit. You need a Corruption Catalyst for the magic to happen now.
Version 1.1.7-Pre4:
Waila compatibility added. Woo :D.
A couple of fixes to existing blocks to make them work properly with Waila ^_^.
Added a Corrupted Demon Shard (no texture yet), along with a new mechanic: Corrupted Infusion.
More information on Corrupted Infusion will come later, but it's basically a crafting mechanic.
Some maven stuff in the build.gradle.
Changed the type of damage done by the Drill of the Dead to PlayerDamage if ThaumicTinkerer isn't installed. Sorry for its users!
Version 1.1.7-Pre3:
More tweaks, a model and a texture.
Version 1.1.7-Pre2:
Tweaks here and there are done. It should be totally working, if you ignore the fact that it has no recipe.
Version 1.1.7-Pre1:
Started working on a way to manage Soul Corruption. It's mostly working, but still needs a few tweaks here and there.
Version 1.1.6:
A couple of ritual changes.
Version 1.1.5:
New BU api, and changed the category registry to go with the api changes.
Version 1.1.4:
Shipping the BloodUtils api.
Added entries to BloodUtils' ingame manual, the Blood Tome.
Version 1.1.3:
Added a new ritual, the Timberman. It obviously cuts trees >.>.
Updated to the new Blood Magic Beta, and made it so that activating the Drill of the Dead added some Soul Corruption.
Added a new ritual, the Filler. It places blocks in a 5x1x5 area around the master ritual stone.
Version 1.1.2:
Some refractoring for the itemblocks.
Removal of test code in the Player Sacrificer, that IS important. Update as soon as possible.
Version 1.1.1:
Fixed issues with the rendering of the Illusion Blocks.
Fixed putting in a stack of Sacrificing Stones when right clicking the Sacrifice Transferrer. Only 1 gets placed now.
Added a new check to the SoulCorruptionHelper.
Added a dev jar, already deobfuscated
Version 1.1.0:
Added the textures for the Soul Corruption stuff. Also added a utils class, so that I can easily access itemstacks.
Version 1.1.0-Pre4:
The worst Soul Corruption effect removes a bit of corruption every time it happens. That is to say, a 1/5000 chance.
Added a new effect, illusion.
Version 1.1.0-Pre3:
Added more effects to the Soul Corruption mechanic, both positive and negative ones.
Version 1.1.0-Pre2:
Added a new Soul Corruption mechanic. It doesn't do much at the moment, but it's implemented, and fully working. COME TO ME IDEAS!
Version 1.1.0-Pre1:
Added a new mechanic, the Player sacrifice. This allows a player to take all the LP from another player's Soul Network, and transfer it to his own. More details will come later.
Version 1.0.0:
First release of the mod. It includes 4 rituals, and two blocks.