Skip to content

Releases: Atmerek/bits-n-tracks-ce

Dev build 946b34c

Dev build 946b34c Pre-release
Pre-release

Choose a tag to compare

@github-actions github-actions released this 06 Sep 14:12

A development build of the latest main, not a release. It is less stable than a release and is meant for play testing, so back up your world before loading it. Report anything you find on the issue tracker.

Built from 946b34c.

Changes since v2.1.0:

  • Break a chain that has become its own power source (946b34c)
  • Stop Create seeing the chain change shape while it is propagating (070432d)
  • Stop the track spinning on after the belt drops the cogwheel driving it (b4bde78)
  • Stop a cogwheel the belt has left from holding its old speed (8569c5c)
  • Stop the chain flipping a cogwheel's direction while it is driven (91b27d0)
  • Hold a wheel's drawn drop steady while the belt is solved (d91e467)
  • Stop a wheel pressed into a wall reading as airborne (5850f83)
  • Rest the outside of the track on the ground (af8c85c)
  • Let a cogwheel be inserted anywhere along a run (3aa0336)
  • Leave a cogwheel flat where a run starts to sag (31331a1)
  • Rest a slack run on the ground its cogwheels stand on (562e0eb)
  • Probe the ground for a drape where the cogwheels are drawn (5e21992)
  • Only lift the track over what it actually climbs (2df7154)
  • Lay the track's ground contacts on the surface it rests on (41e5a00)
  • Keep a belt on static cogwheels off the blocks holding them up (579630a)
  • Read a chain's tension from its controller (37ffdb0)
  • Check the sender before applying a belt tension step (8d8440e)
  • Stop the belt sample count from softening the cogwheel suspension (caf03d1)
  • Give a run the same number of shape points on both sides (866f604)
  • Walk the belt in its own order when placing track contacts (a815acc)
  • Credit Alesrr in the mod metadata (e46f20e)
  • Add track collision and a per-chain tension setting (5896b76)
  • Drop the guard against a chain controller without a chain (272cad7)
  • Update to Bits 'n' Bobs 2.3.0 (127fd80)
  • Keep the shaft link between two coaxial cogwheels (140a7fd)
  • Suspend both halves of a wide cogwheel as one wheel (b7a7622)
  • Draw a suspended industrial cogwheel on the cutout layer (b563bad)
  • Refuse to join cogwheels of different materials into one wide wheel (d7f3e01)
  • Keep a cogwheel's material when its suspension is enabled (b12c9c7)
  • Add status badges to the readme (db85a1a)
  • Publish a dev build from every push to main (230f680)
  • Grip a wheel along the ground it stands on (0a1ae14)
  • Damp a wheel's suspension along the direction it pushes (56dacbc)
  • Let the suspension damper act at its configured strength (cc25529)
  • Share suspension strength across every wheel near the ground (d1a45ff)
  • Read a wheel's friction from the ground supporting it (0a8f877)
  • Replace the chain pathfinder with a taut belt solver (bf1bde3)
  • Join two cogwheels placed side by side into one wide wheel (4178701)
  • Survive a cogwheel chain controller that has lost its chain (3e363c6)
  • Let the alignment lever reach a cogwheel away from its block (2382580)

2.1.0

Choose a tag to compare

@github-actions github-actions released this 30 Aug 19:41

Added

  • A mod icon, shown in the mod list.
  • Two settings. Suspension Speed Limit, under suspension, caps how hard a cogwheel can push off a surface, and Pivot Scrub, under friction, sets how freely the tracks let a vehicle turn.

Changed

  • Tracked vehicles now turn at the rate their two track speeds call for, so running one track forward and the other back turns the vehicle on the spot. Existing vehicles will steer more sharply than before.
  • Suspension is stronger by default and vehicles sit higher on it. Anyone who raised the suspension strength setting to compensate can lower it again.

Fixed

  • Vehicles could not turn on the spot. The tracks slid sideways and the vehicle barely rotated.
  • Breaking a vehicle into two parts could fling away the part that had a cogwheel on it.
  • A cogwheel buried in terrain could launch the vehicle it was on.
  • Enabling suspension on a cogwheel outside a vehicle dropped it by the full suspension travel.
  • A suspension cogwheel's outline and hitbox stayed on the block grid while the cogwheel hung below it.
  • Chain and belt selection, and the alignment lever's face selector, went by a cogwheel's grid position rather than where it was drawn.
  • Tiny cogwheels used the small cogwheel's hitbox, and medium cogwheels used the large cogwheel's.
  • Placing a vanilla chain or an industrial belt on a cogwheel that cannot take one showed a raw translation key instead of a message.

2.0.0

Choose a tag to compare

@github-actions github-actions released this 29 Aug 22:14

Added

  • A settings screen, reachable from the Config button in the mod list, covering suspension, geometry, drive, friction, stress and sound values. Previously every one of them was fixed and could not be changed.
  • Suspension can be switched on or off separately for loose cogwheels and for cogwheels that are part of a track.

Changed

  • Renamed to Create: Bits 'n' Tracks Community Edition, shown in the creative menu as Bits 'n' Tracks CE. Existing worlds are unaffected, since block, item and recipe IDs are unchanged.
  • A vehicle now travels at the speed its track links are moving, so its speed follows the size of its cogwheels and how fast they turn. Existing vehicles may run at a different speed than before.

Fixed

  • Tracks slid across the ground instead of rolling along it, and mixing cogwheel sizes in one track made it worse.
  • Every suspension cogwheel added to a track raised the vehicle's top speed.
  • Heavier vehicles had a lower top speed.
  • Cogwheels hovering just above the ground still pushed the vehicle along.
  • A vehicle whose tracks were stopped slid downhill instead of holding its position.
  • The game crashed when moving out of range of a vehicle running on tracks.
  • Cogwheels added by other mods could crash the game once suspension physics reached them.
  • Vehicles were flung into the air the moment their tracks touched the ground, and kept bouncing instead of settling after a drop.
  • Physics stopped being applied to some cogwheels after another one was broken.
  • Cogwheel chains did not follow a contraption when it was moved or rotated.
  • Cogwheels sometimes rendered with the wrong chain texture.
  • Blocks from other mods could be mistaken for cogwheels and given the wrong track collision size.
  • Chain integrity warnings filled the log.