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Also changed some block properties where it felt appropriate (i.e. wood sounds for plywood and aging barrels and copper sounds for inox blocks), and added the "upright on belt" tag to all bottles and cartons.
Allowing blocks to be picked up with a wrench via the IWrenchable interface instead of going through a tag feels more consistent with how Create does it with its own blocks. This also allows some blocks to be rotated with the wrench, i.e. the Catalytic Converter and the Pollutometer.
…nace mode This fixes the lid of the arc furnace turning into a second dynamo when the actual dynamo is right clicked with a wrench instead of rotating as intended. The dynamo also didn't revert back to its normal form when the lid is removed, so I've added an extra check to address that.
…d of opening its GUI A little thing I noticed when testing the wrenchability of every block. Feels like it makes more sense that way.
super.destroy deletes the block entity, so the second line never gets to do what it's supposed to do. I've also moved the logic to onRemove, since this is what Create seems to use for its own blocks with inventories.
Fixes pumping mixtures into a vat causing one extra tick worth of fluid to come into existence
…ses when first placed
chemistry is real now
cool things :)
cursed problems require cursed solutions
- Fixed Colorimeters breaking when unloaded - Fixed Colorimeters not properly displaying their monitored value in the GUI - Changing the threshold values on Colorimeters and Vat pressure/temperature sensors now only takes effect when closing the GUI
…nteractions if i'm right about this that is one nasty typo
- Fixed not being able to interact with blocks while holding beakers and similar items
- Fixes some code related to Creatine causing issues with upgrade slots from Sophisticated Storage containers
- Molecules render as 3D models in JEI - Chemical reactions now display the molar ratio of every reactant and product - Fixed incorrect Borax dissolution reaction - Fixed a minor typo in the description for TATP synthesis
- Fixed some example molecules rendering incorrectly in organic reactions (e.g. Alkene Hydrochlorination) - Fixed displayed result of Cyanamide Addition missing hydrogen atoms - Fixed Cyanamide Ion Hydrolysis requiring one too many moles of water
- Fixed Swiss Army Knife causing dedicated servers to crash on startup
- Fixed side branches using the wrong geometry (this was the actual cause for terminal atoms clipping backwards) - Replaced HashMap with LinkedHashMap in LegacyMolecularStructure to ensure 3d representations of molecules are generated in a deterministic order
- Optimized molecule rendering in JEI (hopefully)
- Fixed bonds in 3d molecules rendering with a slight offset at certain angles
- Reactions display reactants and products sorted by mass rather than in a random order, hypothetical species always come first - Added a smaller pixel font for ion charge numbers
- Mixtures can now be inserted into contraptions even if the contents aren't identical
- Fixed molecules not being rendered in the Vat and Colorimeter GUI
- Fixed Vats having an incorrect pressure when under a perfect vacuum - Fixed Vats displaying the wrong amount of moles when under a perfect vacuum
- Fixed several advancements not being awarded - Fixed bonds not rendering when at a very specific angle (this mainly affected Cubane) - Fixed contraption fluid storage no longer accepting Mixtures after a world reload - Block of Plywood is no more - Added a quick fix for decaying items not displaying their timer properly (this should be done in Petrolpark's library but I don't want to maintain a second forked repo) - Fixed some recipes requiring salts not accepting the correct concentration (e.g. Calcium Cyanamide)
- Added instanced rendering to the Pumpjack, Tapper, Mechanical Sieve and Keypunch - Fixed Pumpjack shaft briefly rendering at the wrong angle when placed in certain locations - Fixed crash caused by looking at a circuit mask on the ground with Jade
- Implemented batched rendering for molecules in JEI (this should actually be usable now)
- Fixed the 3D structure of octasulfur (idk this looks better to me and seems to be more accurate) - Fixed glassblowing recipes rendering with inverted normals in JEI - Slightly inflated the appearance of molten glass when glassblowing to prevent Z-fighting - Fixed some recipe animations in JEI getting broken by a previous update - Fixed Tappers swinging in the wrong direction when placed at certain angles while instanced rendering is enabled
- Fixed fog flickering caused by smog - Fixed modded fluids not being able to apply their custom fog - Fixed Vats sometimes duplicating inserted items
- Fixed cooler efficiency being 1000 times lower than it should be, causing most coolants to last only 1 game tick
will anyone actually get to enjoy this before Create 6 compatibility is done?
- Also removed redundant generic amine molecule and testing a fix for Create's portable storage interfaces getting stuck
- Vats now have their own temperature and exchange heat with their contents - Heat and cold sources now act as constant temperature sources instead of energy providers or sinks - Localized heat conductance
- Adjusted new heating mechanics - Fixed Vats with a full vacuum not refilling themselves with air when vented
- Added configs for burner and cooler temperatures, removed configs for heating power - Updated Basin reactions to the new heating system - Fixed Basin reactions displaying pollution particles even if no gas was generated - Fixed fireproofing recipes duplicating entire stacks of items - Fixed fireproofing recipes breaking when viewing them on a multiplayer server
- Average external temperature is now cached and recalculated whenever a block adjacent to the Vat changes - Fixed decaying items not initializing their internal timer when precipitated from a Vat - Renamed some functions because I forgot "relative" is a word that exists
- Fixed a few spelling errors - Reverted previous change to vat temperature localization - the temperature of the actual Vat is now referred to as "Wall Temperature"
- Increased version number - Added config toggle for 3D molecule rendering in JEI - Fixed Vats starting out at absolute zero when loaded from a previous version
- Mixed explosives with high instability now explode instantly when triggered by a nearby explosion - Other mixed explosives now get a reduced fuse time when triggered by a nearby explosion - Fixed mixed explosives not having their properties set when dispensed by a Dispenser - Fixed mixed explosives dropping themselves as an item when triggered by a nearby explosion
- Fixed Mixtures seen through transparent pipes not updating when the color of their source changes - Multiple Mixtures can now travel down the same pipe network and will visually mix when seen through transparent pipes - Supplementaries compat: Faucets now properly transfer Mixtures and voiding Mixtures using a sponge now pollutes the world accordingly
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