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Releases: MartinTheDragon/Nuclear-Tech-Mod-Remake

Nuclear Tech 1.18.2-0.0.20.0

06 Mar 23:37
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Pre-release

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
    • 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
      • No you cannot mine blocks further away with that
  • 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

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
    • The explosion API will get an overhaul in general later though
    • Hbm "shamelessly stole my idea" for the newer implementation
      • I feel happy about it either way, don't worry
  • Fluid trait API
    • Allows other mods to use the system, register additional fluid traits, query them and set conditional fluid traits

Misc

New Contributors

Full Changelog: v1.18.2-0.0.19.1...v1.18.2-0.0.20.0


MD5: 639175c27192e9345a3a0d9ec7bdd7e8
SHA1: 21d88899d56899204998244dbb2d0db764cbbd13

Nuclear Tech 1.18.2-0.0.19.1

09 Feb 20:37
de13004
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Pre-release

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

Full Changelog: v1.18.2-0.0.19.0...v1.18.2-0.0.19.1


Checksums

MD5: c82c80548fcf0aafa3213faa43fe1040
SHA1: 9df74b1c71896057a663df7768feb38c2c400d18

Nuclear Tech 1.18.2-0.0.19.0

04 Feb 21:52
07afd40
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Pre-release

Centrifuge, volcanoes, Polish translation and fixes.

What's Changed

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
  • Proofread Polish Translation by @cakedon in #33
  • 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

Full Changelog: v1.18.2-0.0.18.0...v1.18.2-0.0.19.0


MD5: 76f3f60499dca38da0bfadabc89fb5b5
SHA1: 8d9a50a40a173f88f19483c7e18f18217a889e25

Nuclear Tech 1.18.2-0.0.18.0

28 Nov 01:46
406629a
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Pre-release

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
    • Albeit partially (missing irradiation channel, cooler, heater, crane, digamma meltdown and perhaps some other things)
      • 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?
    • 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
      • Just void it into some mod's storage or something
  • 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

Full Changelog: v1.18.2-0.0.17.0...v1.18.2-0.0.18.0


MD5: bb522ca570e16037f8ceaaeb093a04e6
SHA1: d50735dbe5a8b89ad68d8c9a7db3b678457e7831

Nuclear Tech 1.18.2-0.0.17.0

25 Sep 21:57
331fcf6
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Pre-release

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

Full Changelog: v1.18.2-0.0.16.0...v1.18.2-0.0.17.0


MD5: 06e5317f820573d4b37147462b18916f
SHA1: 407067066b7c5a18b1ec1c5331bd77d020e50fa5

Nuclear Tech 1.18.2-0.0.16.0

08 Sep 09:13
8e59afb
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Pre-release

Just fixes, machine upgrades and 3D model rendering for multi-block machine items.


Gameplay

  • Add some machine upgrades
  • Update the Electric Furnace to also support machine upgrades
    • Contributed to the 1.7.10 version by Adam29Adam29
  • Fix energy cable connection issue

Graphics

  • Use 3D models for items of large machines (i.e. Assembler)
    • The Press is still left out on that, since it uses JSON models
  • Use BlockEntity rendering for Fat Man and Little Boy
    • With that, enabling experimentalForgeLightPipelineEnabled in forge-client.toml is no longer needed for proper shading, yay
  • Emit smoke from Chemical Plant
    • I kinda forgot about that, oops
  • Mipmapping is no longer limited to 2

Compatibility

  • No longer use JEI's translation key for displaying experience yields in favor of Roughly Enough Items
  • Increase minimum Forge version to 40.1.59
    • This Forge version fixed an issue with the UnitSprite, which became apparent when loading NTM with Rubidium
    • Just updating to the newest Forge 1.18.2 version is recommended

Binaries

  • Relocate external libraries (Kotlin) into own package to avoid classpath pollution
    • Now allows loading with other mods that depend on a Kotlin library loader mod

Full Changelog: v1.18.2-0.0.15.0...v1.18.2-0.0.16.0


Checksums

MD5: 6c9f137d2f7cacbc8941aa041ca7afa5
SHA1: 39ea224001386c6a6f54ed2407ed0bbcae2aac8e

Nuclear Tech 1.18.2-0.0.15.0

01 Sep 18:53
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Energy network, some survival crafting, code refactor and fixes.

Most work went into moving code around and changing things for better development efficiency. Also, cables are finally a thing.

Enjoy testing the energy network for all its bugs and glitches!


Gameplay

  • Make progression up to the Chemical Plant playable in survival
  • Fix Chemical Plant recipe (previously used polymer ingots instead of insulators)
  • Add cables
    • Only coated cables available for now
      • They use the old texture because I have yet to figure out connected textures
    • I'm not yet happy with the energy distribution (energy is not taken from and distributed to machines evenly)
    • Should work with other tech mods such as Mekanism
  • Add Hopper IO to the Combustion Generator
    • Other machines will receive it soon enough as well

UI/UX

  • Any remaining visual glitches for energy gauges should now be gone

Audio

  • Convert stereo audio files to mono
    Minecraft's sound engine doesn't like stereo sound files and doesn't attenuate them properly, so those were fixed
    • Chemical Plant operating
    • Missile takeoff
    • Mini nuke explosion (unused)
  • Cut away silence from Anvil fall sound effect
  • Remove artifacts from Shredder sound loop

Code Quality

  • Rename and/or move almost every file or function somewhere else
  • Extract the core functionalities of most machines into base classes
  • Remove middleman for contamination capability handler
  • Replace weird old bobcode oil generation with new sphere math code
  • Move special localization keys into one file
  • Exclude run directory from IDE via Gradle plugin
  • Whatever other things that have been refactored

Compatibility

  • A crash with another mod due to (my) improper implementation of energy capability functions should be fixed (refer to #15)
  • A peculiar null pointer crash that appeared when updating Forge, related to the radiation capability, should be fixed

Misc

  • Bug reports now use GitHub's new issue form syntax, for higher quality reports

Perhaps some other things were fixed as well by the code cleanup, or introduced. Who knows?
Test it, or spot it here in the thousands of lines of code that changed:

Full Changelog: v1.18.2-0.0.14.0...v1.18.2-0.0.15.0


Checksums

MD5: C28404B89015B16F47AEB3113F8CD252
SHA1: BEE584B1B31CABE86D76177D64F8A84CBD759F55

Nuclear Tech 1.18.2-0.0.14.0

28 Jul 21:36
5732cd5
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Pre-release

Chemical Plant, new hazard system and many fixes.

The license has been changed from GPLv3 to LGPLv3 due to a legal incompatibility with Minecraft linking into the mod.

This build has rather big changes concerning items and registry names, as well as multi-block structures. Generating a new world is highly recommended!

Have fun testing!


Gameplay

  • Add the Chemical Plant
  • Add Uranium Hexafluoride
  • Port the modern hazard system
    • Hazards actually work for items on the ground
      • Schrabidium and related items will apply blinding effects depending on distance also when on ground
  • Port more items from the parts tab
  • Remove raw asbestos
  • Add the Polaroid
  • Add the renaming recipe for NTM anvils
    • Take a name tag, put it in a normal anvil to rename it, use chat formatting with \& instead of §, apply to an item in NTM Anvil and voila
  • Add crafting recipes for base tier anvils

Graphics

  • Some textures of the parts tab were updated
  • Add a model loader that can choose random models from a pool
  • Animate the Press (finally)

UI/UX

  • Add custom menu synchronization, fixing a visual energy glitch for gauges on servers
    • Because Mojang advertised their synchronization as supporting 32-bit integers while only syncing 16 bits
    • Has an added benefit of being able to sync basically anything, for example fluid stacks for rendering fluid gauges
  • Fix the search bar in the Template Folder rendering above items' tooltips
  • Fix NTM Anvil search bar not unfocusing properly when deselected
  • Fix Launch Pad energy gauge using max value constant of Electric Furnace
  • Sort Template Folder and NTM Anvil items by their display name

Audio

  • Port Siren to new sound handler, fixes a multiplayer issue where the Siren wouldn't send sounds to clients
  • Max out the volume on all siren tracks
    • It should be loud enough now

Customization

  • Most of the materials available in NTM are now tagged for compatibility with other mods
  • Add a config option for disabling the newer phased explosion algorithm, updating blocks immediately instead and bringing the old "animation" back

Code Quality

  • More material groups
  • Material conversion recipes are now automatically generated via material groups
  • Remove an unnecessary log error message for the template folder search tree reload failing
  • Genericize multi block structure parts and ports for use with almost any machine

API

  • Add a slot item handler that doesn't cause glitches with contents changing
    • I blame Forge

Binaries

  • Update Kotlin compiler to 1.7.10

Misc

  • Build is now compatible with Linux
  • JVM args for enhanced hotswapping were moved into local properties, making the build work without JetBrains Runtime again

Full Changelog: v1.18.2-0.0.13.0...v1.18.2-0.0.14.0


Checksums

MD5: F5353F5502F323AA19054D3FFBF0D178
SHA1: 3A8561AD6844E0596091FFDCDE35D8DE9249F6C9

Nuclear Tech 1.18.2-0.0.13.0

06 Jun 22:55
ccce496
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Pre-release

Missiles, configurable fallout transformations, spiral point explosion algorithm and some fixes.


Gameplay

  • Add missiles up to the nuclear one
    • Yes, they load chunks
  • Fix fallout calculation leaving some chunks out

Performance

  • Port the generalized spiral point algorithm for calculating craters, contributed to the original by haru315
  • Rubble that spawns for missile explosions is ported as a particle instead of an entity

Graphics

  • Fix mushroom cloud not rendering properly with Fabulous! graphics mode
  • Mushroom cloud lingers for 2.5 more seconds after the explosion is finished
  • Mushroom cloud fades out when in Fabulous! mode
  • Rubble from missile explosions lingers for a lot longer than in 1.7, slowly sinks into the ground, and fades out when in Fabulous! mode

Customization

  • Add an experimental format for configurable fallout transformations

Code Quality

  • Add some helper extension functions for easier modification of ResourceLocations

API

  • Mods can register explosion algorithms and acquire already existing ones, theoretically also from other mods
  • Add TargetDesignator interface

Misc

  • Update checker pulls from new domain: https://nucleartech.martinthedragon.at
  • Developers can now authenticate their Minecraft account when testing in IDE
  • Added JVM arguments for use with HotswapAgent + JetBrains Runtime, allowing for true hotswapping

Full Changelog: v1.18.2-0.0.12.1...v1.18.2-0.0.13.0


Checksums

MD5: 2E6B3248E2CAC8689ABB9A9D08680749
SHA1: 4CFD6FA2D567260C48390798D8191D22D2842303

Nuclear Tech 1.18.2-0.0.12.1

01 May 20:52
9ad6ed6
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Pre-release

Some improvements and fixes that shouldn't™ break your world.


Gameplay

  • Fix the item transfer between Chest and Assembler

Graphics

  • Pause Assembler animation when world paused in Game Menu

UI/UX

  • Add JEI integration for the Assembler
  • Improve JEI integration for the Template Folder

Audio

  • Play sounds for the Shredder
  • Play sounds for the Assembler

Code Quality

  • Extract item giving/dropping into a helper function
  • Refactor all JEI recipe categories

API

  • Add SoundLoopBlockEntity, MachineSoundInstance and SoundHandler for easily adding looped sounds to machines
  • Move TickingServerBlockEntity and TickingClientBlockEntity into API, and add TickingBlockEntity for implementing both at once
  • Move ExperienceRecipeResultBlockEntity and corresponding classes and functions into API

Binaries

  • Set Kotlin compiler option -Xlambdas=indy for invokedynamic lambdas: Reduces generated class files (there was a file for each item) and, in this case, shrinks binary size by 0.7 MB

Full Changelog: v1.18.2-0.0.12.0...v1.18.2-0.0.12.1