Category: Mod Updates

DeathCounter

  • Fix clients requiring the mod if it’s only installed on the server.

 

Back Tools

  • Fix invisible players rendering their last tool, still.

 

iChunUtil

  • Major Config file rework. Now supports localizations. Also supports iChunUtil’s new Keybinds and a new IntBool/Colour property, and some Category stuffs.
  • SessionState feature, implemented with the configs. To be used for client sessions connecting to servers. (Aka synching of some server configs with the client).
  • Added new Keybind system (not compatible with Minecraft’s keybind system) which supports pressing/releasing of keys, and holding down SHIFT/CTRL/ALT for keybind triggers.
  • Added a glScissors helper for rendering stuff. It’s a lot cheaper than using stencils to render. Will be used in Hats.
  • Calender events helper. Will be used in mods for easter eggs! \o/
  • Moved Morph’s and Hats’ Obfuscation/Reflection stuff into iChunUtil. Therefore they will depend on iChunUtil in their respective 1.7 updates.
  • Update sliders for Hats compatibility.
  • Added a new Packet System (Memory leak fixed) that will be used by all of my mods that uses packets. Again, this includes Morph and Hats.
  • Added an mod version update checker to iChunUtil. Not your everyday mod update checker but it works. Will be used by my mods and can be used by any mods which would like to use it.
  • Removed RenderGlobalProxy class used by the experimental Antichamber mod. It will need to be rewritten to function properly in 1.7.

I hate it when things are so blatantly obvious and yet so hidden from prying eyes.

– Another tackle at the server tick issue. I think I’ve got it this time guys!
– Hats will not render if the entity it’s rendering on is a child.

Thanks to MaddocksL for shining the light on me, Kihira for adding lens flares.

– Experimental fix on the server load issue with mob hats. Please test it out and leave a comment in this post on the server tick load on this version VS 2.1.5 or prior.

Alright, Minecraft has been updated yet again, and eventually my mods will soon follow, so I’d like to just explain again how my version system works. This system has been implemented from Minecraft 1.6.X onwards (and is already in effect).

My mods normally have a 3-digit marker, A.B.C, for example, 2.0.5, where 2 represents A, 0 represents B, 5 represents C.

A is incremented every major Minecraft update that breaks obfuscation.

For example, Minecraft 1.6.X has a value of 2, while Minecraft 1.7.2 has a value of 3. At this time I’m unsure if Minecraft 1.7.9 will require this number to increment yet another time. That means, my mods that start with 2.X.X will be for Minecraft 1.6, while my mods that start with 3.X.X will be for Minecraft 1.7.2 and so on. The only exception to this rule is Morph, which has an A value of 0.

 

B is incremented every major mod update where the save files will not be compatible.

For example, in version 2.0.0, that’s the very basics of the mod with 2 blocks, in version 2.1.0, I add an item or I remove a block. As you can see, there’s a change in how the mod’s content will be saved, so because I suspect save files might break (occasionally including config files), or might not be compatible (in this case it’s obvious), both backwards or forwards, I will increment the B value for the mod. When the A value of the mod version is incremented, this value is reset to 0 (in the event of a Minecraft update). The only exception to this rule is Morph, which B value will never reset, but instead increment every Minecraft/content/save breaking update.

 

C is incremented every minor mod update where saves will not be affected.

This value increments every time there is a simple tweak or a bug fix. These kind of changes generally will not break save files. If it does, I will change the B value instead. When the A or B value of the mod version is incremented, this value is reset to 0. Users with varying C value will normally be able to connect to servers while users with varying B value will not. EG: 2.0.1 and 2.0.4 can connect to a 2.0.2 server but not to a 2.1.0 server.

 

Hope this clears things up for some people.

Cheers,
iChun

Once again, this changelog and update was done with the help of KihiraGo check her out and maybe drop a thank you!

Bug Fixes
– Fix issue where players can’t pickup items after sync until server restart
– Fix issue with chunkloading when storage power requirement is enabled
– Fix issue where fire wasn’t being removed properly on sync
– Fix issue where player could take damage whilst syncing
– Don’t allow players to be registered as a treadmill entity ಠ_ಠ

Grab the mod at the usual spot.

This changelog and update was only possible with the help of Kihira! Go check her out and maybe drop a thank you!

Bug Fixes
– Persistant Player data should now transfer across shells (this makes it so ThaumCraft research and AM2 spells now transfer!)
– Ender chest data should now sync
– Lots of fixes for when players log out/in mid-sync. Should be no more shell duping!
– You no longer take fall damage when syncing to a shell below you
– You can no longer die mid-sync. Should fix the “double death” issues
– You should no longer sometimes become invulnerable after syncing
– Players in Morph now render properly when looking at an empty shell storage
– When shells are constructed with RF power, they now show their progress
– Potion effects now transfer properly (Invisibilty not always working is a vanilla issue)
– Chunkloading should now be A LOT better. Should fix issues with having too many constructors/shells across a large area
– Constructors only eat power if there is something to build
– Insta-building a shell in creative now works properly.

Balance Changes
– Constructors now can only take a maximum of 24 RF/t

New Features
– Optional WAILA support. Will now provide useful details if you have WAILA installed.
– Optional power requirement for shell storage. Default is off but in case you feel like it needs a bit more balancing.
– Mods can now add entities that can work on the treadmill via IMC. See README for details

Grab the mod at the usual spot.