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Lines changed: 46 additions & 16 deletions

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build.properties

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
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#
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#Sun Jul 21 11:59:33 CEST 2019
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version_minor=4
4-
version_revision=5
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version_revision=6
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minecraft_version=1.7.10
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version_build=5
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version_major=1

changelogs/Version 1.4.6-5.txt

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Version 1.4.6 build 5
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### Game Changes ###
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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.
5+
Decrease turbine max rf so it actually holds the max steam * energy and not the max value of an integer.
6+
Optimize models themselves.
7+
Add a battery box. This has three sub-blocks which is the "Battery Box", the Advanced "..." and the Elite "...".
8+
Fix that the world was generating lead blocks instead of lead ore.
9+
Fix bugs with the coal generator.
10+
Add custom textures for all the machines. They now use a set of defaults plus whatever they use that is different.
11+
Add an electric furnace. This works the same as a normal furnace except that it is faster and uses electricity to run
12+
Remove wattticks from the waila integration.
13+
Optimize model rendering.
14+
Separate wattticks into watt ticks. This also applies to watt seconds and watt hours.
15+
Improve quantum cell texture.
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Improve electromagnetic cell texture.
17+
Improve steel ingot texture. Made it darker.
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### Code Changes ###
20+
Remove useless code in the CommonProxy.java
21+
Move all source code in the old src/main and separate it. Now there are two new folders, src/core and src/resources.
22+
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.
23+
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.
24+
Stopped accessing worldObj directly. This is also an "abstraction" layer to the old code.
25+
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.
26+
Add a custom model loader so that we can continue to use obj models in the future.
27+
Add an abstraction layer for sides in sided inventories.
28+
Remove massive amounts of code frop the javax.vecmath api. We dont need this here? Only used once. Changed to Vector3f's from elsewhere.
29+
Made packet ids more consistant.
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Move relative rotation stuff into the face class itself.
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Remove parts of the cofhcore api as we dont need it.

src/core/physica/ModIntegration.java

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -52,7 +52,7 @@ public void register(LoadPhase phase)
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{
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PhysicaAPI.logger.log(Level.INFO, "Modifying Enum REDSTONE_FLUX' in ElectricUnit.class");
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PhysicaAPI.logger.log(Level.INFO, "Changing unit Name to 'WattTick' and symbol to 'Wt'");
55-
ElectricUnit.REDSTONE_FLUX.name = "WattTick";
55+
ElectricUnit.REDSTONE_FLUX.name = "Watt Tick";
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ElectricUnit.REDSTONE_FLUX.symbol = "Wt";
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PhysicaAPI.logger.log(Level.INFO, "Integrated Physica with Mekanism.");
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} catch (Exception e)

src/core/physica/library/worldgen/OreGenReplace.java

Lines changed: 13 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -9,15 +9,14 @@
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import java.util.Random;
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import java.util.Set;
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import org.lwjgl.util.vector.Vector3f;
13-
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import net.minecraft.block.Block;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.IChunkProvider;
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import net.minecraft.world.gen.ChunkProviderEnd;
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import net.minecraft.world.gen.ChunkProviderGenerate;
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import net.minecraft.world.gen.ChunkProviderHell;
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import physica.api.core.abstraction.Face;
19+
import physica.library.location.Location;
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public class OreGenReplace extends AbstractOreGenerator {
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@@ -56,10 +55,10 @@ public void generate(World world, Random random, int varX, int varZ)
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public int generateBranch(World world, Random rand, int chunkCornerX, int chunkCornerZ, int varX, int varY, int varZ)
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{
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int blocksPlaced = 0;
59-
Set<Vector3f> pathed = new HashSet<>();
60-
Queue<Vector3f> toPath = new LinkedList<>();
58+
Set<Location> pathed = new HashSet<>();
59+
Queue<Location> toPath = new LinkedList<>();
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62-
toPath.add(new Vector3f(varX, varY, varZ));
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toPath.add(new Location(varX, varY, varZ));
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List<Face> directions = new ArrayList<>();
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for (Face dir : Face.VALID)
@@ -68,13 +67,13 @@ public int generateBranch(World world, Random rand, int chunkCornerX, int chunkC
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}
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while (!toPath.isEmpty() && blocksPlaced < settings.amountPerBranch)
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{
71-
Vector3f next = toPath.poll();
70+
Location next = toPath.poll();
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pathed.add(next);
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74-
Block block = world.getBlock((int) next.x, (int) next.y, (int) next.z);
73+
Block block = world.getBlock(next.xCoord, next.yCoord, next.zCoord);
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if (settings.replaceBlock == null || block == settings.replaceBlock)
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{
77-
if (world.setBlock((int) next.x, (int) next.y, (int) next.z, oreBlock, oreMeta, 2))
76+
if (world.setBlock(next.xCoord, next.yCoord, next.zCoord, oreBlock, oreMeta, 2))
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{
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blocksPlaced += 1;
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}
@@ -83,17 +82,17 @@ public int generateBranch(World world, Random rand, int chunkCornerX, int chunkC
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Collections.shuffle(directions);
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for (Face direction : directions)
8584
{
86-
Vector3f pos = new Vector3f(next.x + direction.offsetX, next.y + direction.offsetY, next.z + direction.offsetZ);
85+
Location pos = new Location(next.xCoord + direction.offsetX, next.yCoord + direction.offsetY, next.zCoord + direction.offsetZ);
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if (!pathed.contains(pos) && world.rand.nextBoolean())
8887
{
89-
if (pos.y > 0 && pos.y < world.getHeight() - 1 && world.blockExists((int) pos.x, (int) pos.y, (int) pos.z))
88+
if (pos.yCoord > 0 && pos.yCoord < world.getHeight() - 1 && world.blockExists(pos.xCoord, pos.yCoord, pos.zCoord))
9089
{
91-
boolean insideX = (int) pos.x >= chunkCornerX && (int) pos.x < chunkCornerX + 16;
92-
boolean insideZ = (int) pos.y >= chunkCornerZ && (int) pos.z < chunkCornerZ + 16;
93-
boolean insideY = (int) pos.z >= settings.minGenerateHeight && (int) pos.y <= settings.maxGenerateHeight;
90+
boolean insideX = pos.xCoord >= chunkCornerX && pos.xCoord < chunkCornerX + 16;
91+
boolean insideZ = pos.yCoord >= chunkCornerZ && pos.zCoord < chunkCornerZ + 16;
92+
boolean insideY = pos.zCoord >= settings.minGenerateHeight && pos.yCoord <= settings.maxGenerateHeight;
9493
if (insideX && insideZ && insideY)
9594
{
96-
block = world.getBlock((int) pos.x, (int) pos.y, (int) pos.z);
95+
block = world.getBlock(pos.xCoord, pos.yCoord, pos.zCoord);
9796
if (settings.replaceBlock == null || block == settings.replaceBlock)
9897
{
9998
toPath.add(pos);

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