Skip to content

Latest commit

 

History

History
313 lines (229 loc) · 16 KB

changelog.md

File metadata and controls

313 lines (229 loc) · 16 KB

Geolosys Changelog

2.1.4:

  • ADDED: Sample Blacklist config (control what block samples can generate on)
  • ADDED: Raw ore blocks excavated by the Immersive Engineering excavator can be crushed to get their drops (with improved bonuses)
  • FIXED: Implemented Paul17041993's solution for Quartz Silk Touch Drops
  • CHANGED: Ore Converter now converts the chunks around the player to visually smooth out the process.

2.1.3.1:

  • ADDED: Config Option for new Propector's Pick surface functionality
  • FIXED: Ores not generating 🤔

2.1.3:

  • CHANGED: The way prospecting works again; looks for the first Sample in the chunk
  • CHANGED: Language localization system; uses less deprecated code, completely internal really
  • FIXED: Server lag in large worlds due to tracking every mineral mined and writing to a file
  • [API] REMOVED: MineralMap
  • [Internal]: Updated Forge and IE dependencies; still no requirement on a specific version yet :)

2.1.2:

  • FIX: broken imports that weren't actually crashing but absolutely should have (why not though? ¯_(ツ)_/¯ )
  • FIX: log outputs with the Mineral tracking process; this was causing lots of lag.
  • CHANGED: storage method of internal variables to an almost-no-latency method; helps with mineral tracking too.

2.1.1:

  • FIX: Mojang's fuck ups

2.1.0:

  • NEW: Vanilla Mode (configurable) disguises vanilla samples added by Geolosys to look like Vanilla (good for Vanilla+ packs or newcomers), and generates ores with their respective Vanilla variants.
  • NEW: Silk Touching a mod-based material now drops the first entry in the ore dictionary not from Geolosys (i.e.: silk-touching Geolosys Uranium with other mods offering uranium will drop one of those mods' uranium ore instead)
  • NEW: Separate config option for disabling all default vanilla ore generation.
  • NEW: Depleting a mineral resource prevents it from showing up with the prospector's pick on the surface
  • CHANGED: ProPick and guide book now use depth relative to sea-level instead of just Y level
  • CHANGED: How translations are done - new, hand-written solution that is much more efficient!
  • CHANGED: Ore Converter Blacklist default entries now created based on loaded mods.
  • OPTIMIZED: How Geolosys handles persistent data; now using Forge WorldData
  • REMOVED: Chunk boundaries no longer show when holding the prospector's pickaxe
  • FIXED: Ore converter converting Osmium to Uranium
  • FIXED: Propick doesn't take damage if creative
  • FIXED: Wrong metadata of stone defaulting in the replacement materials config (should be 0, 1, 3 and 5 - not 0, 1, 2 and 3).
  • FIXED: Stone entries generating in the nether and end. I might eventually just use a dimension blacklist system for this too...

2.0.0:

  • NEW: Prospector's Pick can have a configurable durability (if enabled!)
  • NEW: Prospector's Pick can show you your Y-Level (if enabled!)
  • NEW: Field Manual GUI! This code is 97% Mangoose (the Rustic dev, amongst other popular mods). Huge shoutout to him for saving me a week of cursing at GL rendering algorithms.
    • Font Size is configurable via the mod's config.
    • Images of game objects! This should make it easier to identify things.
    • Field Manual values can be dynamic:
      • Disabled ores will not appear.
      • Disabled features will not appear.
      • Mod compat that isn't enabled (either due to absence of mod or otherwise) will not appear.
      • Y-values for ores matches what is configured
  • ADDED: NuclearCraft compatibility
  • [API] ADDED: Ability to register a mineral deposit with specific replacement blocks for that ore.
  • CHANGED: geolosys_ores.json config layout. It's much easier to read, but you'll need to re-configure it from scratch. In my opinion: delete it.
  • CHANGED: Updated Field Manual to correspond with the actual Pro Pick's featureset
  • CHANGED: How ore generation is done - should massively reduce or eliminate the amount of cascading world generation (Thanks to thiakil <3)
  • CHANGED: How Geolosys saves some world data - this is now done on another thread (another thanks to thiakil <3)
  • CHANGED: Forcefully disabled logging of Cascading World Gen, but only for Geolosys (that is, if it's not already disabled). The code to prevent it is 100% solid and works, so why it's still outputting it rarely is beyond me. So I shushed it.
  • CHANGED: IE Compatibility is only enabled for those ores that are enabled.
  • CHANGED: Samples category to Prospecting category; also, moved all ProPick things to here.
  • REMOVED: A couple of unnecessary / redundant config options... oops.

1.9.4:

  • ADDED: French Translation for the Field Manual (Thanks Yanis48!)
  • ADDED: Blacklist config for the Ore Swapping feature (in case it breaks something you don't want it to)
  • FIXED: French Translation for the Prospector's Pick (Thanks again to Yanis48)
  • FIXED: Chunk offset when using the Prospector's Pick on the surface
  • FIXED: Surface level (for the Prospector's Pick) is estimated better than previously
  • CHANGED: ProPick chunk features now work in off-hand
  • CHANGED: Log outputs are more detailed for errors with custom entries

1.9.3:

  • ADDED: Config option to disable Unicode font renderer in the Field Manual (allows for optifine compat)
  • ADDED: Elucent's GravelOres compatibility to the OreConverter (no longer converts gravel ores to Geolosys's)
  • ADDED: BetterWithMods smelting compatibility (attempts to smelt all clusters to nuggets)
  • REMOVED: Depth Finder feature from compass - this is mostly implemented in the prospector's pick now
  • CHANGED: Prospector's pick behavior:
    • Now shows what ore is in the chunk if you're on the surface
    • If beneath the surface, maintains normal functionality
    • Shows chunk borders when held
  • FIXED: File saving with Geolosys Deposits & Regenned Chunks

1.9.2:

  • FIXED: Dimension Blacklisting issues with custom entries

1.9.1:

  • FIXED: Various crashes with field manual
  • CHANGED: Field Manual GUI: Now uses Unicode font (easier to read) and custom texture!

1.9:

  • ADDED: Extra Prospector's Pick settings (Thanks agentgoblin!)
  • ADDED: Ore-swapping: replaces other mod ores with Geolosys ones after they've generated (like for Twilight Forest). This only happens once per chunk visited, when the player visits it
  • ADDED: Compatibility for Astral Sorcery's Infused Crystal Pickaxe
  • [API] ADDED: Ability to check or mark if chunks have been ore-swapped
  • CHANGED: Textures for coal variants (thanks Wiiv :))
  • CHANGED: Field Manual info to reflect latest defaults
  • CHANGED: IE Integration now picks up ore blocks instead of clusters
  • CHANGED: User-generated deposits now require a sample block and a dimension blacklist
  • FIXED: Config GUI (from the Mod Options menu) not updating
  • FIXED: Field manual opening for all users on LAN Multiplayer

1.8.10c:

  • ADDED: Config option for the IE compat module
  • FIXED: Inter-mod compat with drops not working
  • FIXED: Crashing for blocks with odd names
  • FIXED: Occasional print statements from debugging

1.8.10b:

  • ADDED: Debug print statements for Darkosto (configurable, OFF by default)

1.8.10:

This is a big update. Read carefully.

  • [API] ADDED: Ability to add your own minerals and stones yourself
  • ADDED: Lava to the replacement mats defaults (this is a good idea, just saying...)
  • FIXED: World generation issues. Things should be good now. I promise.
  • CHANGED: geolosys_ores.json defaults. Just trying to find the right balance, y'know?
  • CHANGED: Lots of internal stuff. You won't notice much, but now others can read my code (including myself)
  • CHANGED: Minerals will now automatically replace any "stones" added when generating
  • CHANGED: Replacement materials config no longer requires metadata
  • CHANGED: World generator to the Vanilla MC one. This means no more cascading lag, but no more magma blocks.
  • CHANGED: THIS IS IMPORTANT: Config Layout. Forge came out with a new one that is much nicer. Unfortunately this means you'll need to UPDATE YOUR CONFIG. I'd suggest moving your old one to a new folder (or renaming it), letting a new one get created, and copying entries side-by-side.

1.8.9c:

  • FIXED: Console spam. Sorry. Thanks AmazigJj :)

1.8.9b:

  • FIXED: NullPointerException on line 54 of GeolosysAPI (NPE for fileLocation)

1.8.9:

  • ADDED: API for Geolosys, so that other mods can see where mineral deposits have generated and even do some simple trickery to basically control Geolosys.

1.8.8c:

  • ADDED: New Compass Enchancement (configurable) that helps you find mineral deposits without F3
  • CHANGED: Minor touchy things for the IE compat layer
  • CHANGED: Textures for coal variants (except for peat)
  • FIXED: Worldgen stall / crash

1.8.8b:

  • CHANGED: Major improvement to the JSON validator for geolosys_ores.json - it'll now add new entries you don't have!!

1.8.8:

  • ADDED: New Coal Variants! Vanilla coal still drops, but peat, lignite coal, bituminous coal or anthracite coal can also drop depending on depth. Deeper coals yield better burn times in a furnace.
  • CHANGED: Default ore generation options to be more vanilla-esque
  • CHANGED: Ore generation logic - this will take the chance into account in a better way
  • CHANGED: Optimized generation performance slightly (and reduce cascading lag a decent bit, but not by 100%)
  • CHANGED: Allow minY and maxY to be the same - if you want..?
  • FIXED: Dimension blacklist configs not working if you allow an ore in dim -1 or 1 (AGAIN)

1.8.7:

  • ADDED: JSON Validation (so if you don't have an entry, a default is loaded)
  • ADDED: Options for Ore Vein min and Max Y
  • ADDED: Option for pro-pick radius

1.8.6:

  • ADDED: Immersive Engineering Excavator Integration!
  • This integration removes existing excavator entries that are added by Geolosys. The excavated resource texture will look a little off - this isn't on my end :(
  • FIXED: Dimension blacklist configs not working if you allow an ore in dim -1 or 1
  • FIXED: Duplicate waypoints from the JourneyMap integration
  • UPDATED: German and Simplified Chinese translations (thanks to ACGaming and 3TUSK)

1.8.5:

  • ADDED: JourneyMap implementation; sneak r-click a sample to add as a waypoint automatically!
  • FIXED: Debug message in the output with the geolosys_ores.json location
  • FIXED: Custom ore entry samples not generating.. (oops)

1.8.4b:

  • FIXED: Crashes with null dimension blacklist
  • FIXED: Debug print statements left in

1.8.4:

  • ADDED: Beryl, a mineral resource for emeralds!
  • ADDED: New JSON file for ore generation settings (offers more refined settings). See your /config/geolsys_ores.json for more!
  • ADDED: New texture for cassiterite samples, to make them distinguishable
  • ADDED: Ability for osmium to be enabled alone
  • CHANGED: Ingot textures to new beta-style ingot texture
  • CHANGED: Samples now generate based on the mineral deposit size (still respecting the max samples config)
  • CHANGED: Default ore generation values (in the JSON config)
  • FIXED: Prospector's pick sending its message on both sides
  • FIXED: Gold and Iron not being obtainable via silk-touch
  • FIXED: Duplicate smelting registration

1.8.3:

  • ADDED: Info for Sphalerite, Osmium & Yellorium to the Field Manual
  • ADDED: Automatic modularity for additional pages (this means that users can add as many entries as they'd like!)
  • FIXED: Yellorium and Osmium dropping when disabled, instead of the other way around.

1.8.2:

  • ADDED: Sphalerite; this is a resource for Zinc, and can be disabled and configured like all other orers
  • ADDED: Osmium drop to Platinum, if enabled
  • ADDED: Yellorium drop to Autunite, if enabled
  • FIXED: Bugs with smelting.. I hope.

1.8.1:

  • ADDED: Field Manual! Crafted with an undamaged wooden pickaxe and book

1.8:

  • ADDED: User Entries for mineral deposits can now have a custom "sample" specified - particularly useful alongside ContentTweaker if you want to make your own sample replicas. See config for usage - Thanks Darkosto for the suggestion!
  • ADDED: Config option to disable the cluster smelting recipes, since their recipes are registered in postInit (and have to be) so they can't be CraftTweak'd out - Thanks Darkosto for the suggestion!
  • CHANGED: Internal refactors that the user should probably never have to worry about
  • CHANGED: Game no longers crash if enableIngots is false but you lack an ingot; it'll just log it and move on :)
  • CHANGED: In-game config now notifies of restart requirement

1.7:

  • ADDED: Prospector's Pick
  • ADDED: Prospector's Pick feature config
  • FIXED: Odd ore generation in the Twilight Forest dimension

I will be in contact with the Twilight Forest devs to see if we can come up with a means of replacing the ore generation in Hollow Hills

1.6:

  • ADDED: Config to prevent samples from actually dropping anything
  • ADDED: Config to add custom ore entries again; "samples" for these entries are the block themselves.
  • ADDED: Config for samples spawning in the water
  • CHANGED: New textures by Wiiv!!
  • FIXED: Samples on samples not spawning samples at all
  • FIXED: Snow and other things spawning on top of samples

1.5:

WARNING: You should disable 'cascading chunk lag' logging in the Forge Config. More explained below

  • ADDED: ExU2 Compatibility for Cinnabar!
  • REMOVED: Config for custom ores... if this is chaos, let me know, but I decided to remove it ultimately because the samples wouldn't ever be able to be dynamic like that..
  • CHANGED: Mineral deposits below Y=24 now generate magma blocks instead of lava to prevent frustration and be more geologically accurate
  • CHANGED: Mineral deposits of lesser minerals (cassiterite, malachite & hematite) generate in smaller clusters by default (delete config entries to reset them!)
  • CHANGED: Mineral deposits now generate... differently. Still in the same chunk and the same formation, but at . It's bound to cause "cascading chunk lag", but I've tested this extensively and it does not progress for long before stopping :)
  • FIXED: Some chunks not generating mineral deposits even though there was a sample
  • FIXED: Samples on samples
  • CHANGED: Some new textures by Wiiv! When the rest are done, a new version will be released :D

1.4:

  • ADDED: Config options for vanilla ores
  • CHANGED: Vanilla ore rate defaults... again
  • CHANGED: Diamonds are now called "Kimberlite"
  • CHANGED: Diamond texture to be more Kimberlite-y
  • FIXED: A few bad names in the configs... best to double check them

1.3:

Warning, this is basically the 'Samples' update :P

  • ADDED: Right click interaction to samples
  • FIXED: Samples not always generating
  • FIXED: Samples spawning in superflat
  • FIXED: Unused config option for # of veins per chunk (obviously it's ### 1. always)
  • CHANGED: Samples generate in clusters of ### 1.to 4
  • CHANGED: Samples behave more realistically
  • CHANGED: Tweaked vanilla ore-gen values one last time. 5/7 are balanced now ;)

1.2:

  • ADDED: Custom vanilla ore variants - these can be silk touched for the Vanilla ores. All drop values are directly referenced from their vanilla variants
  • ADDED: Assorted Quartz Clusters can drop Certus Quartz, Charged Certus Quartz or Black Quartz if available.
  • ADDED: Ore Samples on the surface above where that type of ore will generate. Mining within the chunk you find one will lead you to a deposit.
  • ADDED: Separate user entries in the config for custom "stones" / "rocks"
  • CHANGED: Mineral deposits found below Y = 24 can contain pockets of magma
  • CHANGED: Rarities - a lot - only one ore type can generate per chunk
  • CHANGED: Cluster Sizes - since ores are rarer, these are much larger
  • CHANGED: Stone variants have their own separate chances to spawn, preventing them taking an OreGen oppportunity
  • CHANGED: Minor refactors to be more similar to vanilla
  • FIXED: Config GUI not prompting user to restart their game
  • FIXED: Various smelting recipe issues
  • FIXED: Rocks replacing more valuable minerals

1.1-alpha:

  • ADDED: User configurable plutons entries (ideal for mods that I didn't include)
  • CHANGED: Vanilla ore gen weights. Most things are more rare, except the stone variants; those are more common
  • CHANGED: Default ore gen options. Materials with 2 variants are half as rare now.

1.0-alpha:

  • Initial Release