Fluid traits, turbines, cooling towers, meteors, Russian translation and a bunch of fixes.
What's Changed
Gameplay
Add fluid trait system
Should be compatible with other mods that use forge fluids and work with any tooltip
You can customize fluid traits via data packs
Add the small steam turbine
You can finally process steam somewhat adequately
Add cooling towers
No you cannot mine blocks further away with that
And you should be able to make closed loops with RBMKs
If you're wondering what "Reach Distance" is, it's exactly what it says
Add billets
Add meteors
They don't naturally occur yet, but you can summon them using the Meteor Remote
Finish the Nuclear Creeper
After over one and a half years of waiting, you won't get that boring "Coming soon!" message on a sign anymore!
Fix RBMK Steam Channels not connecting when their height is 1
Fix fallout transformation height range to not be limited between y=0 and y=256
A remnant from the 1.16 port...
added RBMK deco blocks by @SuperCraftAlex in #43
Fix ExplosionVNT fire placement on soul sand
Graphics
No longer use the entityCutoutSmooth shader, which seems to be causing issues with AMD graphics (#36)
UI/UX
Right-clicking RBMK columns with covers or screwdrivers will no longer pass through to their GUI if no operation can be done
Version checker will now only show once when joining a world, and not when switching dimensions
Localization
Add Russian translation by @FreonSnowy in #40
Update Polish translation by @JulekJulas in #38
Update to Polish translation by @JulekJulas in #44
Customization
Recipes are now split into sub-directories to make navigating them easier for data pack creators
Cosmetics
Add 6litchh's cape
Code Quality
Move version checker into ClientEventSubscribers
Refactor creative tab and sound event localization in data-gen
Extract ExplosionVNT fire placement into default function
Compatibility
No longer inject the hazard system packet filter on servers (#45)
Servers should work properly for real now (hopefully (please don't yell at me))
API
Add mini nuke explosions
I feel happy about it either way, don't worry
The explosion API will get an overhaul in general later though
Hbm "shamelessly stole my idea" for the newer implementation
Fluid trait API
Allows other mods to use the system, register additional fluid traits, query them and set conditional fluid traits
Misc
Fix broken org.jetbrains.annotations dependency by @thedarkcolour in #47
Hotfix for servers!
What's Changed
Graphics
Render shrapnel and volcano blobs full bright
UI/UX
Add update notice on world join
If you wish to not be informed of updates in chat, you can disable this feature in the client config
Compatibility
Instead of relying on a LWJGL (graphics library) function that doesn't exist on servers, implement our own version (#37)
Misc
Build system: Automatically increment patch version for snapshot compilation
Centrifuge, volcanoes, Polish translation and fixes.
Gameplay
Add Centrifuge
Not the gas one
Add volcanoes and tectonic missiles
Fix RBMK column placement checks (#27)
Fix RBMK column piston push reaction to be blocking
Fix RBMK column block drops (#28)
Fix machines not being synced properly when re-entering chunks (#30)
Fix Piglins freezing the game when picking up non-barter items
This was a very peculiar one. Turns out, Piglins literally throw air when putting something into their inventory if it isn't full. That was a very special property that the client-side hazard system didn't like. TL;DR, the item tracking in the hazard system on the client has been completely redesigned to intercept network packets and watch for items instead.
Localization
Add Polish translation by @JulekJulas in #32
Output completion rates for translations when generating
Customization
Add a config option for allowing detonations of bombs outside the loaded world
Cosmetics
Add Alcater's cape (for his 1.12.2 fork of the mod)
Code Quality
Add abstract unit formatter, used for energy and fluid GUI hover displays
Get rid of HazardItemEffect
Get rid of unused launch pad network message
API
Port ExplosionVNT, a modular extension to the vanilla explosion algorithm
Binaries
Update Kotlin compiler to 1.8.0
Misc
Add contributing guidelines
I think the project is ready to accept contributions now
New Contributors
@JulekJulas made their first contribution in #32
RBMK, fluid ducts, IO improvements and fixes.
Keep an eye out for any discrepancies between the original 1.7.10 version of the mod and this port concerning RBMK behavior.
Have fun testing! (RBMK dials are in the config folder)
Gameplay
Add the RBMK
Just void it into some mod's storage or something
Look I'm kinda busy all the time and I'll have even less time later, so let's just make a release now
Did I already mention it's almost 3 am right now?
Albeit partially (missing irradiation channel, cooler, heater, crane, digamma meltdown and perhaps some other things)
Chunkloading is probably just as dangerous as in 1.7.10, but I might fix that soon
Steam cannot be processed and is basically useless right now
Add fluid ducts and IDs
Compatible with other mods
Fluid and energy IO networks now try to distribute stuff as fairly as possible
Fix a general IO issue, machines' ports should now connect properly
UI/UX
Fix tooltip flickering in the combustion generator GUI for the burn time
Compatibility
Make templates listing server-safe, see #20
Binaries
Update Kotlin compiler to 1.7.20
Oil wells, capes, new multi-block IO implementation, better fallout config, newer fallout calculation and fixes.
Gameplay
Add oil and gas
Fluid blocks don't have collision yet
Add the Oil Derrick and the Pumpjack
No fluid pipes yet, use other tech mods for now
Add afterburner upgrades
Add steel grate and scaffold
Fix Shredder creating infinite scrap (#16)
Increase fallout range
Add a few more fallout transformations
Fix uranium ore not transforming into schrabidium ore
Performance
Cache machine capabilities for IO
Use a float bit hack to approximate the square root for fallout calculations
UI/UX
Port the machine upgrade installation sound effect
Properly implement AbstractContainerMenu#stillValid (#18)
Customization
Newer fallout config system relying on datapacks, lets other mods define their own transformations as well
Add a config option to disable fallout spiral emulation
Disabling it is less performant with large fallout
Cosmetics
Add capes for special players
Code Quality
Multi-block machines' IO no longer relies on 4608 different block states for the port blocks and is more flexible
Fallout calculation is now a proper circle calculation and not a messy ray-shooting implementation with magic values
Compatibility
Fix a crash when picking up a part of a Launch Pad via Mekanism's cardboard boxes, placing it somewhere else and attempting to use it