
Create: Propulsion
A mod that adds redstone magnets, optical sensors, thrusters and more to the Create mod. All stuff works with Valkyrien Skies 2!
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- Change: Hot air balloons will use Valkyrien Skies atmosphere data instead of data specific to Create:Propulsion.
- Fixed: Balloons being empty on dedicated server restart.
- Fixed: Balloons ticking even when ship is unloaded.
- Fixed: Propeller blade tooltip and in-world propeller rendering desynced on dedicated server.
Features
- Stirling Engine now can be turned off with a redstone signal.
- Added lossy envelope uncrafting recipe.
- Envelopes are now flammable.
- Tilt Adapter now uses FlickerAwareTicker, and therefore won't break if used too frequently.
- Added CC:T peripherals for Stirling Engine, Redstone Transmission, Tilt Adapter, Hot Air Pump. See the wiki page for peripherals
- Added PRECISE, APPROXIMATE and OFF options for propeller blade obstruction. PRECISE mode is the default one, and it allows to place propellers inline with short solid blocks like slabs and panels without breaking blades.
- Propeller Blades are now data-driven. This should allow registration of custom propeller blades via KubeJS or similar frameworks. Also, this is cleaner.
Optimizations
- Optimized magnet pairing logic by implementing iterative re-pairing and sleep threshold. Now magnets find pairs in O(N), instead of O(N^2), and do so only if magnet moves significantly.
- Optimized magnet registry & force application by removing the level reference from magnet attachment.
- Added Liquid Burner visual.
- Lowered default propeller blur instances from 64 to 32. Visually, this is imperceptible, but should decrease gpu load when near propellers.
- Added a separate option to configure propeller head max instances. Lowered default head blur instances from 64 to 16.
Fixes
- Fixed Redstone Transmission sometimes breaking in incremental mode.
- Fixed Redstone Transmission crashing the game with a stack overflow due to recursively propagating through itself.
- Fixed hot air particle renderer incorrectly binding VAO to 0 instead of the previous object. Now previous VAO and its data are restored correctly.
- Fixed Propeller item model not having a shaft.
- Completely rewrote CC:T peripheral registration.
- Completely rewrote Tilt Adapter.
- Got rid of "create.gui" in lang files.
- Completely refactored lang-related code. Now it is cleaner and requires fewer duplicate keys. Keys are now more readable.
- Propeller obstruction now checks only for four corner blocks instead of all nine used for the world fluid check. This increases responsivness of the obstruction mechanic at by 225%.
- Updated zh_cn lang (Thanks to LogicWheat!)
- Updated ru_ru lang.
- Fixed dedicated servers crashing due to referencing Screen class (By wren)
- Finally fixed stress impacts. Propulsion should no longer break a bunch of other create addons.
- Fixed envelope dupe bug
- Propellers now show why they can't be interacted with (either due to obstruction or propeller rotating above threshold RPM)
- Added stress impact configuration
- Significantly optimized InstancedParticleRenderer by uploading stripped particle data buffers
- Fixed GL33.glVertexAttribDivisor being not available on some configurations by switching InstancedParticleRenderer to opengl 3.1
- Cleaned up the code by removing useless annotations and DistExecutor calls (By Fealtous)
- Fixed deprecation warnings & moved client-side packet handling into separate class (By Fealtous)
- Moved client-side command registration into appropriate place (By Fealtous)
- Updated russian language
Features:
Hot Air Balloons
- Envelope: Serves as a shell for balloons. Can be dyed.
- Enveloped shaft: Allows to pass rotation through the envelope without creating a hole in the balloon.
- Hot Air Burner: An early-game way to fill balloons with hot air. Burns solid fuels.
- Hot Air Pump: Requires rotation and heat source to produce a large amount of hot air. RPM can be used to finely control the amount of hot air injected, and therefore altitude.
As of full release - hot air balloons can exist without any hot air injector (hot air burner or hot air pump) below them. Lift generated by the balloon depends on the dimension (e.g. in the nether balloons generate less lift than in overworld). The balloon's volume is represented by hot-air particles, which react to holes and injectors.
Heat system
- Solid Burner: Produces a moderate amount of heat by burning solid fuels.
- Liquid Burner: Produces a large amount of heat by burning liquid fuels. Allows liquid to pass through it.
- Stirling Engine: Uses heat to produce SU. RPM output is configurable.
Propellers
- Propeller: A new method of propulsion that requires RPM, blades, and some empty space around them.
- Wooden Blade: Produces a lot of thrust in air, but almost none in water. Stacks up to x4.
- Copper Blade: Produces a ton of thrust in water, but none in air. High stress impact. Stacks up to x3.
- Andesite Blade: A hybrid blade that works both in air and water. Stacks up to x6. Produces no parasitic torque.
Redstone Transmission
- Redstone Transmission: A block that allows precise control of RPM with redstone signals. Has two modes
- Direct mode - outputs RPM proportional to redstone input
- Incremental mode - outputs RPM proportional to the internal "shift level". Shift level ranges from 0 to 256 and can be increased or decreased by powering "+" or "-" sides of the redstone transmission. Approximate value of the "shift level" can be retrieved via a comparator.
Miscellaneous
- Creative Thruster: Produces a variable amount of thrust based on redstone signal level and its configuration. Particle type is configurable.
- Tilt Adapter: Allows to rotate shafts by set angles. In combination with a mechanical bearing, it can be used to create control surfaces for planes.
- Ponders for all new stuff!
Fixes and changes
- Fixed some deserialization issues from 0.3.0 beta.
- Fixed incorrect stress override for all blocks.
- Implemented client-side balloons with incremental updates.
- Implemented balloon events.
- Rebalanced hole leaks. Now they are more substantial and the leak magnitude is proportional to the hole's relative height within the balloon volume.
- Colored envelope craft now allows to use 1 dye on 8 envelopes at once.
- Removed redstone blockstate from the thruster and replaced it with nbt value.
- Reworked thruster peripherals to allow for precise thrust change (setThrust now accepts float percentage).
- Added "Controlled via peripheral" goggle tooltip to thrusters with controls overridden.
- Re-tested fluid methods for thruster. They do work, and idk why some people had issues with them.
- Added heat consumption/production tooltips to items related to heat system.
- Fixed a few client desyncs.
- Reworked hot air injectors to use composition instead of inheritance.
- Fixed the game crashing when ship with a balloon on it was disassembled.
- Fixed some recipes being too expensive. Hot air burner recipe now uses copper nugget tag.
- Fixed holes not being detected when created at the top of the RLEVolume (fixed by expanding the RLEVolume one block upward).
- Removed design goggles.
- Added configs to control hot air particle spawn rates and density.
- Made configs actually readable by rewriting placeholders into something meaningful.
- Fixed balloon atmospheric data not being updated on data reload.
- Added hot air pump configs.
- Rewrote some unreasonable code to be just a tiny bit more reasonable.
- Fixed burners not working with 2x2 / 3x3 boilers.
- Implemented expected heat output and heat prediction based on it.
- Added a force modifier for underwater propellers.
- Fixed players being able to remove water from a cauldron when right-clicking it.
- Increased max assembly size and made it configurable.
- Added atmosphere definitions for the nether and the end.
- Simplified the envelope class and got rid of the abstract envelope block class.
- Added a config command. Removed command for resetting magnet registry.
- Added a config to disable the use of burners under heated mixers.
- Implemented bisection based hot air solver. May use it later somewhere.
- Balloon retrieval performance improved.
- isHab performance improved by getting rid of redundant safety checks.
- Implemented FlickerAwareTicker (atm used only for redstone transmission) that allows to throttle speed-changing blocks to allow for responsive and safe behavior.
- And many more smaller changes and fixes!
Fixed crash on dedicated servers
Create 6.0.7 support
- Create: Propulsion now works with Create 6.
- Propulsion now provides masses for all Create blocks, including those added in C6! (Before masses were provided by clockwork).
Wings
- Added iron & tempered iron wings. They have identical lift and drag values as clockwork ones for your convenience :P
- Added copycat wing. Copycat wing has variable width (which can be increased by Shift + RMB it). Wings of different widths have different masses and aerodynamic parameters.
Please note that unlike clockwork wings, propulsion ones do not have any angle of attack. So behavior-wise they are an alternative to clockwork flaps.
QOL
- Reworked Assembly Gauge selection behavior to allow selection of both target block and face-relative block. Added interpolation.
- Lodestone Tracker now keeps compass at the same orientation it was inserted in.
- Unfinished lens (the one you get by not finishing optical lens creation process) now halves the range of optical sensor it is inserted into. Added this because I really needed inline optical sensor based bombs to explode at right distance.
- Updated numerous language files.
Fixes
- Fixed Thruster initialization logic. I have no idea why loading world with running thrusters worked before this fix.
- Fixed Thruster model having incorrect AO.
- Fixed Lodestone Tracker crashing the game when inserted compass returns null positions.
- Even more redstone magnet model fixes.
- Fixed propulsion not loading up with some version of CBC.
- And a lot more smaller fixes!
Features:
- Changed lodestone tracker behavior. Now it outputs redstone signal in the direction compass points at, instead of outputting it in the opposite direction. You can invert tracker by wrenching it
- Added [Shift] descriptions to fuels that can be used in thruster
- Added CC:T peripheral for physics assembler
- Optical lenses now can be washed in cauldron
Bugfixes:
- Fixed thrusters losing IFluidHandler CC:T peripheral capability. Now you can use methods like pushFluid again!
- Fixed that one annoying issue with particles emitting after ship with thruster unloads and reloads back
- Thrusters no longer damage entities through walls
- Fixed optical sensor beam not rendering when camera is inside of the beam
- Fixed wrong magnets AO due to lack of cullface annotation in model file
Balance:
- Changed default thrust/consumption multipliers for CDG and TFMG fuels
- Turpentine can now be used in CDG generators
Small changes:
- Removed shimmer compat
- Quite a lot of internal changes that does not affect anyone other than people looking at propulsion code :P
- Debug command now displays debug graphics for thrusters
- Updated ru_ru lang
- Updated de_de lang (Thanks to DoktorCraft23!)
- Updated zh_cn lang (Thanks to LogicWheat!)
- Added Immersive Engineering and Immersive Petroleum fuels compat (Thanks to LogicWheat!)
New feature: Redstone Magnets
- Added redstone magnet block
- Redstone magnets apply forces based on magnetic dipole equations
- Magnets can be controlled with an analog redstone signal
- Implemented optimized spatial-hash based magnet pairing
- Big thanks to Tronco_78 for redstone magnet model!
New feature: Physics Assembler
- Added physics assembler and assembly gauge
- Assembly gauge can be used to select a region of space to be assembled
- Physics assembler assembles the region defined by inserted assembly gauge, when powered by redstone signal
New feature: Lodestone Tracker
- Added lodestone tracker block
- Lodestone tracker outputs redstone signal based on where the inserted compass points
New feature: Optical Lenses
- Added 4 lenses: optical lens, fluid lens, focusing lens, invisibility lens
- All lenses can be inserted into both optical sensors to modify their behavior and appearance
- Optical lens is used to craft other lenses. It can also be colored with any combination of dyes to change the color of the optical sensor beam
- Fluid lens allows optical sensor to detect fluids
- Focusing lens doubles max raycast distance of optical sensor
- Invisibility lens makes optical sensor beam invisible
Other features:
- Reworked thruster particles to correctly collide with world geometry. Also changed their appearance
- Added Computer Craft compatibility for most blocks
- Added datapack support. Now fuels and their parameters can be defined inside a datapack
- Added turpentine, a new built-in fuel that can be used in thrusters
- Added configuration option for thruster particle amount
- Lowered the default optical sensor raycast frequency to happen once every 2 ticks
Bugfixes:
- Fixed thrusters unconditionally emitting particles after being unloaded
- Fixed thrusters not updating immediately after the redstone signal power has changed
- Fixed compasses not behaving correctly when their target is on ship if VS Addition is not present
- Fixed thrusters, optical sensors, and magnets not responding to being rotated by create contraptions
- Fixed incorrect thruster uv and texture
- Fixed thruster particles incorrectly inheriting velocity of the parent ship
- Fixed excessive blockstates
- A bunch of other fixes
Features:
- Active thrusters damage entities behind them
- Both optical sensors are now waterloggable
- Added Spanish language (thanks to Tronco_78)
- Added French language (thanks to coloupiot1)
Bugfixes and optimizations:
- Fixed crash on server due to trying to load TranslucentBeamRenderer
- Fixed some configuration values not saving
- Optimized optical sensor beam rendering by reducing allocation rate
- Updated simplified Chinese language (thanks to LogicWheat)
- Updated Russian language
Features:
- Support for TFMG fuels
- Support for #forge:fuel
- Thruster power is now doubled
- Added Korean language (thanks to kwonms871)
- Added simplified Chinese language (thanks to AP1028)
Bugfixes:
- Fixed Optical Sensor beam rendering, so now it correctly displays relative to water, translucent blocks and weather effects
- Fixed Optical Sensor texture to work correctly with mipmapping
- Fixed Thruster obstruction not calculating when goggles tooltip is visible
- Minor config and tooltip fixes
Features:
- Added configs for pretty much every aspect of the mod (thrust, fuel consumption, optical sensor max length, e.t.c.)
- Added fluid clipping for optical sensors (for now as a config)
Bugfixes and optimizations:
- Fixed optical sensor laser beam renderer not culling backfaces
- Optimized optical sensor redstone update logic
- Optimized thruster physics logic by drastically reducing allocations
Initial Alpha Release!
Features:
- Thruster
- Inline Optical Sensor
- Optical Sensor
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Опубликован:1 год назад
Обновлён:3 недели назад
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