Releases: Raptor324/HBM-Modernized
Releases · Raptor324/HBM-Modernized
Release list
HBM Modernized v0.2.0-alpha
v0.2.0-alpha - 1st Anniversary Update
HBM Modernized v0.1.2-alpha
Fixed various server-side issues
HBM Modernized v0.1.0-alpha
Merge pull request #27 from Raptor324/hyperio Hyperio
HBM Modernized v0.0.6-alpha
changed version to 0.0.6-alpha
HBM Modernized v0.0.5-alpha
feat: INTRODUCING THE ASSEMBLY MACHINE!
This is a massive content update centered around our first-ever multiblock structure.
**Presenting: The Assembly Machine!**
Added a fully functional, multiblock Assembly Machine with a custom hitbox! It features a modular crafting system via new Assembly Templates. This marks a new era for crafting in the mod, featuring a deeply modular system driven by craftable Assembly Templates.
Engineer complex components with our new energy storage system, powered initially by the Creative Battery.
To support this, we've introduced the Template Folder for designing new schematics, and a whole new tier of ingots and plates exclusively craftable in this new machine.
**Key Fixes & Refactoring:**
- **CRITICAL:** Annihilated a duplication bug in the Armor Table.
- **Performance:** Significantly optimized the radiation system by overhauling the `handleWorldDestruction` method using `MutableBlockPos`.
- **Optimized `recalculateChunkRadiation`** for more efficient processing.
**New Content:**
- **Assembly Machine:** Added a fully functional, multiblock Assembly Machine with a custom precise hitbox. It features a modular crafting system via new Assembly Templates. Howewer, currently no animations. Only sounds.
- **Energy System:** Implemented an energy storage and transfer system for machines.
- **New Items:**
- Added Creative Battery as the initial power source for the assembler.
- Added Template Folder to create new crafting templates. Can be created in survival.
- Added a variety of new ingots and plates, craftable in the Assembly Machine.
- **Recipes & Datagen:** Fully integrated the new machine and items into the data generation pipeline with custom recipes.
**Other Changes:**
- Refactored project structure for better organization (renaming files, moving classes).
- Implemented a robust networking layer for machine state synchronization.
- Added custom tooltips and GUI elements for the new systems.
**P.S**
I decided to abandon any mod animations at this stage and focus on functionality, in order to first create a solid skeleton out of core mechanics,
which will then be covered with "meat" - QoL content ond other less important things. Functionality > Visuality
HBM Modernized v0.0.4-alpha
feat(core): Implement Armor Modification and Data Generation Overhaul
This major update introduces a complete armor modification system and fundamentally refactors the project's architecture by implementing a full data generation pipeline. This simplifies future content additions and improves overall code quality and maintainability.
Armor Modification System
- Armor table now fully functionable
- Created a base
ItemArmorModclass for all future armor modules. - Added new modification items:
- Heart Piece: Increases player's maximum health.
- Giorsium Lining: Adds radiation resistance.
- And some others
- Completely overhauled item tooltips for both armor and mods to be dynamic, context-aware (e.g., hiding mod lists via SHIFT), and more informative.
Radiation Protection Mechanic
- Introduced a new radiation protection system based on an absolute resistance value.
- This absolute value is converted to a percentage-based damage reduction using an exponential formula (
1 - e^-kx), providing diminishing returns. - Vanilla armors have been assigned base resistance values.
- Total resistance is calculated from the base armor plus all installed radiation protection mods.
- The Geiger Counter and Dosimeter now display the player's current absolute and percentage-based radiation protection.
New Content & Features
- RadAway: Added a new consumable item that applies an effect to reduce a player's accumulated radiation.
- Block Geiger Counter: A placeable, functional block version of the Geiger counter has been added. It features an original OBJ model, provides radiation info on right-click, and outputs a redstone signal proportional to the radiation level.
- Some new ingots, including radioactive ones
Architectural Overhaul: Data Generation
- Refactored the entire asset and data registration process to use Forge's Data Generation system (
runData). - Manual
.jsonfiles insrc/main/resourceshave been removed and are now generated insrc/generated/resources. - This automates the creation of:
- Item and Block models
- Block states (for simple, custom-sided, and OBJ-modelled blocks)
- Language files (
en_us.json,ru_ru.json) from a central source - Item and Block tags (including OreDict and custom mod tags)
- Custom Damage Types
- Established a central
ModIngotsenum to streamline the addition of new metals and materials.
Fixes & Other Changes
- Refactored the radiation damage system to use modern Damage Types.
- Fixed a critical bug where player health would not correctly update after unequipping armor with health-boosting mods. Implemented a robust, tick-based check to resolve the issue.
- Restructured client-side event handling for better separation of concerns (e.g.,
ArmorTooltipHandler,ModTooltipHandler).
Gradle automatic build v0.0.3-alpha
Refactor(radiation): Overhaul and stabilize chunk radiation system This commit introduces a major refactor of the chunk radiation simulation, almost completely rewriting `ChunkRadiationHandlerSimple` to improve performance, stability, and add new features. The new system addresses critical bugs, including "weak radiation spread" and introduces a more realistic and configurable world degradation mechanic. Key Changes: - **Radiation Simulation Rework:** - Implemented a robust, multi-phase update loop (Read > Calculate > Apply) to prevent race conditions. - Fixed "phantom chunks" by correcting the handling of unloaded chunks, ensuring they naturally drop out of the simulation and re-enter upon reload. - Radiation spread and decay logic has been refined for more stable and predictable behavior. - **World Degradation Effects:** - Introduced new, highly configurable world destruction system (`handleWorldDestruction`). - Destruction speed now dynamically scales with the radiation level in the chunk. - Destruction can now penetrate surfaces to a configurable depth, allowing it to affect blocks inside tree canopies or underground. - **Performance & Data Hygiene:** - Capability data (`IChunkRadiation`) is no longer saved to disk if radiation levels are negligible, preventing "dirty" chunks and reducing world save size. - Added a config option to disable excessive debug logging (`enableDebugLogging`) to prevent log spam and I/O overhead on servers. - **Client-Side Rendering:** - Improved 3D Radiation Debug Renderer in cavern type dimensions (Nether). - **New Features:** - Added world generation for Uranium Ore. - Introduced new radioactive blocks and items. - Implemented a new Armor Table GUI (WIP).
Gradle automatic build v0.0.2-alpha
- Added Cloth Config API integration so you can easily tweak mod settings in-game