Releases: MartinTheDragon/Nuclear-Tech-Mod-Remake
Nuclear Tech 1.18.2-0.0.12.0
First release for Minecraft 1.18.2, highlights are the Assembler and faster explosion algorithms.
As always, don't forget to set the following config option in forge-client.toml
:
experimentalForgeLightPipelineEnabled = true
Check out the changelog below, now in a new format!
A bit less testing went in this time, so don't be afraid of the bugs and report them.
Happy Easter!
Gameplay
- Add the Assembler
- Sounds pending
- Add Armor and Hazmat Suits
- Gas mask models for red and grey hazmat suits pending
- Make IV Bag use-cooldown configurable
Performance
- Improve the explosion and fallout algorithms
- Explosions are now on average three times faster compared to the 1.7 version
- Fallout is near instantaneous
- Faster fallout already backported to 1.7
- Sometimes leaves some chunks untouched, despite working fine in 1.7
- Could be because of non-default forge config option
alwaysSetupTerrainOffThread = true
, not tested without
- Could be because of non-default forge config option
UI
- Assembly Template hover text displays associated recipe for advanced tooltips
- Assembly Templates now render their result items when holding shift
- Update anvil model for better UV coordinates
Localization
- Some translations are now auto-generated using material groups
Code Quality
- Blocks, Items and Entities now follow the vanilla naming convention (class names)
API
- There will be an API published separately for mod integration as soon as v1 of the mod comes out
- Supports plugin loading
- Currently supports registering armor radiation resistances and adding custom bombs
Full Changelog: v1.18.1-0.0.11.0...v1.18.2-0.0.12.0
Nuclear Tech 1.18.1-0.0.11.0
Over the past months, the most common feedback I received was that porting to Minecraft 1.18.1 instead would be better, so I finally made the decision and went ahead. The 1.16.5 version will most likely be discontinued.
Enjoy the new dev build with the extended world height and new terrain generation, and do not forget to set the following config option in forge-client.toml
:
experimentalForgeLightPipelineEnabled = true
Check out the new changes and ported features in the changelog below, and please report any issues you find using the new Issue templates!
Happy new year!
Additions
- Little Boy
- Chunk radiation
- Animals and mobs that are not radiation immune cannot spawn in highly irradiated areas and plants will decay
- Handheld Geiger Counter finished
- Config system re-added
- Nuclear explosion rendering
- Was a pain to implement
- Has camera shake!
- NTM Anvils
- Deepslate Ore variants - Thanks for the textures, Pheo!
- Raw Ore - Textures by Pheo
- IV and blood bags
- Store your life juice in easily portable bags for later use!
- Do not drain yourself too much
- Experience bags
- Store your wisdom so you will not forget it when you die!
- RadAway
- Has a five second use cooldown
- Non-linear decontamination effect: Effect gradually decays
- Tiers (like 1.7.10):
- RadAway: -150 RADs
- Strong RadAway: -350 RADs
- Elite RadAway: -1000 RADs
- Version checker
- Look out for a green blinking symbol in the main menu next to the Mods button!
Changes
- Nuclear explosions also remove snow in the fallout zone
- Nuclear explosions release radiation while calculating the crater
- Special death messages for dying of mod damage sources during a fight
- Glowing Mycelium applies a decaying radiation effect
- New stone ore textures - Textures by Pheo
- Bone-mealing now ignores blocks directly next to the mushroom - The base shapes itself to the terrain
Fixes
- Sellafite radiation emission was twice as high as it should be
- Electronium Ingot animation speed was also twice as high as it should be
- Spectators no longer get irradiated
- The other small adjustment here and there
Many details have been omitted - Check the commit history if you are interested.
A lot of work went into adapting the port to the newer Minecraft version, with nearly all files changed.
Nuclear Tech 1.16.5-0.0.9.0
Highlights
The Fat Man has now been added as the ported mod's first bomb.
Important: Forge's default render pipeline has shading issues with custom OBJ models. The newer experimental version seems to be solving that, but sometimes breaks specific JSON models. Activate the experimental version in the forge-client config:experimentalForgeLightPipelineEnabled = true
Otherwise the Fat Man's model will look crappy.
Look at the changes below for more details.
Additions
- Fat Man
- Added as the first bomb.
- Can be found under the new NTM Bombs tab.
- Detonate using the Detonator.
- Unlike in the older mod, it cannot be detonated via redstone signal.
- Still missing graphical effects for the explosion.
- No chunk radiation yet.
- Not available in survival yet.
- Fat Man Kit
- Get all required components for detonating the Fat Man.
- Detonator
- Detonates bombs.
- Sends back unique error messages.
- Nuclear Creeper
- Is not that dangerous yet.
- Does not spawn "naturally" yet.
- Currently explodes into signs.
- Use the corresponding Spawn Egg.
- The Spawn Egg should behave just like any other Spawn Egg. In the embarrassing case it does not, please open up a GitHub Issue.
Fixes
- Corrected a few typos in both supported languages.
- The "Unknown recipe category" warning message should no longer appear with NTM recipes.
- Item effects are now listed after an added empty line below other tooltips.
API Changes
In the unlikely case anyone already uses any of the mod's APIs (which is currently unrecommended, compatibility will most certainly break anyway), a few things have been optimised and changed for slightly better Java interoperability.
Have fun blowing things up!
Nuclear Tech 1.16.5-0.0.8.0
Highlights
The mod finally features nuclear explosions. There are no nuclear bombs yet, but they can be spawned using a new item called the Nuclear Explosion Spawner. It is not available in the creative inventory and can only be used by players with the same permissions required for accessing command blocks. Get it using the command /give PLAYER_NAME nucleartech:creative_nuclear_explosion_spawner
.
The Shredder has been added. It will be accessible in survival as soon as the Assembly Machine has been added. You may already try using it in creative and report any bugs you find.
Batteries have been added for a simple way of transferring energy between machines. The redstone and advanced batteries are already craftable in survival. Crafting batteries together into more powerful versions will retain the energy stored in the previous ones.
Look at the changes below for more details.
Additions
-
Nuclear explosions
Explosions use the Mk 4.5 explosion algorithm, the work of many people who worked on the original version of the mod. This algorithm might get a replacement soon though:Hbm-s-Nuclear-Tech-GIT - Issue #252
Two related things I've been looking into are an even faster blast algorithm (test_bomb_advanced already uses it for testing purposes) [...]Unlike currently in the original version of the mod, explosions can be saved and will remain when leaving a chunk, but be careful - the data can get to sizes of multiple megabytes.
Some things are still missing though - mostly visual effects and radiation. But they will ruin your world nonetheless.
New things related to nuclear explosions:- Trinitite Ore
Stepping on it will become dangerous soon, do not worry. - Glowing Mushrooms
- Can be bone-mealed into Huge Glowing Mushrooms of varying heights.
- Can only be placed on Dead Grass or Glowing Mycelium.
- Spreads quickly.
- Cannot grow in flowing water.
- Dead Grass
It's dead. Can be used for nourishing Glowing Mushrooms and can become Glowing Mycelium in the process. - Glowing Mycelium
- Spreads on dirt-like blocks.
- Randomly spawns Glowing Mushrooms on top.
- Spreading cannot be configured yet - the config system still needs to be redone.
- Also not dangerous to step on, yet.
- Charred Logs and Planks
- Cheap source of coal.
- Logs rarely drop bark that will later be required for Gerald.
- Sellafite
- Different degrees of hotness exist.
- Also not dangerous yet.
- Trinitite Ore
-
Nuclear Explosion Spawner
A creative-only item for players with access to command blocks. Can be used to spawn explosions of strengths between 0 and 999 (any larger really takes too long), with sounds or fallout either disabled or enabled, extra fallout (values between 0 and 9999) and with the ability to specify the position.
Shift-right-clicking creates a quick detonation with the default values. Right-clicking normally will open the GUI. -
Shredder
Although currently creative-only, it processes things into their pulverized counterparts, or just scrap if no recipe can be found. It requires power and shredder blades to function.
The Shredder will be available in survival as soon as the Assembly Machine has been added. Sound effects will be added later. -
Shredder Blades
Different versions of different metals with different durability values exist. Although Bullet Stamps do not exist yet, you cannot use them as Shredder Blades anymore. -
Batteries
Portable energy storage. Most cannot be crafted yet, but the redstone and advanced ones are already craftable. Crafting multiple batteries together will retain the energy originally stored.
Changes
- Villagers now get irradiated into normal Zombies - they can no longer be cured of radiation.
Fixes
- Sounds now get registered in the game.
Nuclear Tech 1.16.5-0.0.7.0
Electricity can now be produced using the Combustion Generator, and used in the Electric Furnace. Fully craftable in survival, both can be used together to smelt furnace recipes twice as fast - with the added cost of water. Although cables have not been added yet, energy can be transferred by simply placing the Combustion Generator and Electric Furnace next to each other.
Additions
-
Electric Furnace
-
Combustion Generator
-
JEI integration for the Machine Template Folder
-
Crafting recipes for:
- Blast Furnace
- Combustion Generator
- Copper Panel
- Electric Furnace
- Heating Coil
- Press Stamps
- Machine Template Folder
- Siren
- Steam Press
- Steel Tank
Changes
- The way shift-clicking works inside NTM machines has been changed: Checks will be made one after the other until one is successful. This means shift-clicking is no longer blocked in certain situations, although this behavior is different to vanilla.
Fixes
- Lignite Ore now correctly drops the actual Lignite
- Opening the Machine Template Folder is narrated
Changes made in version 0.0.6.0
No release had been published for this version since it was a bit too small.
Additions
- Oil Deposits will now generate in the world (do not mine them)
- Oil Deposits can be detected using the Oil Detector
Changes
- World generation is not adjustable using the config file anymore
- Lignite Ore does not generate in mountains, oceans and deserts anymore
- The Blast Furnace will now spray particles into your world when active
Nuclear Tech 1.16.5-0.0.5.2
Changes
- The Blast Furnace now emits light and particles while lit
- Lignite Ore does not generate in mountain, ocean and desert biomes anymore
- Nether ores now generate using the same placement as vanilla nether ores
- Ore generation is not configurable anymore and the config file has been removed, for now
First dev build
This is the first dev build for those who want to try out the things that have been added up until now. Testing and reporting bugs via Issues is highly encouraged.
The mod jar is attached below.