V2 - #142
Merged
Merged
Conversation
…blage fix: improve reactor disassembly logic and ensure proper controller h…
…mble checks handleOnPlace now takes a boolean to drive pattern.findController's assemble vs. disassemble path, used by both placement and removal flows. handleRemoval calls handleOnPlace(pos, level, false) instead of duplicating the findController(..., false) call.
Comment out CExplode nesting in CNCServer and the maxHeat/ rodFuelMaxForCoolerRod ConfigInt fields in CRods, as these are not currently used.
Remove dead V2 relics: lib.multiblock.manager.* (MultiBlockCache, MultiBlockManager, RegisteredMultiBlockPattern), IBetterPattern, the non-aisle SimpleMultiBlockPatternBuilder, and the legacy IrradiatedSurfaceRules v1 implementation. The v2 surface rule logic now lives in IrradiatedSurfaceRules, and CNNoiseGeneratorSettings points back to it. Introduce IMultiblockController to decouple MultiBlockManagerBeta.findStructure from the concrete ReactorControllerBlockEntity, and consolidate the duplicated FALLBACK rod/fluid type ResourceKeys into CreateNuclearRegistries. Also drop unused fields/imports (CNDensityFunctions.NOODLES, CNNoiseData basalt mare keys, commented-out registrations and mob spawns, debug logger call in SimpleMultiBlockAislePatternBuilder, dead getDistanceControllerTest), and fix a typo in MultiBlockOffsetPos (caracter -> character).
Move all radiation-related classes (CNRadiationValues, RadiationBucketItem, RadiationItem, RadiationEffect, RadiationEffectHandler, the radiation capability, and RadiationOverlay) out of foundation/item/radiation, content/effects/capability, foundation/events/overlay and impl/effect into a single content.radiation package and content.radiation.capability / content.radiation.client subpackages, to give the feature one owner instead of spreading it across four layers. Drop the now-unused RadiationSyncPacket and ClientRadiationData (dead client-sync packet) along with their CNPackets registration. Fix the RadiationEffetcHandler typo (-> RadiationEffectHandler) and merge foundation/util into foundation/utility by moving ClothTagHelper, updating all references in AntiRadiationArmorItem and SmithingTransformRecipeMixin. Add a guard in RadiationRegistry.build() that throws if an item already implements IRadiationSource, preventing double-counted radiation values between the two parallel radiation sources.
…yManager Move the frame fluid cache, fill-ratio computation, and frame column bounds (min/max Y) out of ReactorControllerBlockEntity into a new ReactorFrameDisplayManager/ReactorFrameDisplayManagerI pair, following the manager/service extraction pattern already used for output, input fluid, and alarm logic. ReactorFrameRenderer and ReactorAssembler now go through getFrameDisplayManager() instead of calling the now-removed getDisplayedFluid/getDisplayedFluidFillRatio/setFrameColumn/ hasFrameColumn/getFrameColumnMinY/getFrameColumnMaxY methods directly on the controller. NBT read/write for the frame column bounds is delegated to the new manager as well. Also expose getInputFluidManager() on the controller, drop a leftover commented-out debug block in onSpeedChanged, fix a stray line break in setMultiblockFacing, and tighten changeBiome's visibility to private.
…ion and BoundingBox
IMultiblockController.setMultiblockFacing/getMultiblockFacing and
ReactorControllerBlockEntity's reactorFacing now use Direction instead
of a raw String ("north"/"east"/...), and reactorPos/multiblockStructure
now uses vanilla's BoundingBox instead of a hand-rolled
[xMin,xMax,yMin,yMax,zMin,zMax] int array. MultiBlockManagerBeta and
ReactorPattern.isInReactorRange are updated accordingly, with
isInReactorRange now delegating to BoundingBox.isInside.
DefaultPersistenceService serializes the facing via
Direction.getSerializedName()/byName and the structure bounds via
BoundingBox.CODEC.
ReactorAssembler gains a static getStructureBound(BlockPos, int,
Direction) computing the reactor's BoundingBox from its center, size,
and facing, replacing the old @deprecated
getStructureBounds/applyOffset switch-based lookup tables on the
controller (also removes the dead @deprecated getBlockPosForReactor).
findAndRegisterSpecialBlocks now takes a BoundingBox.
Extract the reactor explosion's circular biome-irradiation logic out of
ReactorControllerBlockEntity.changeBiome/createCircularResolver into a
new BiomeIrradiationService, with biome-tag-based target resolution via
BiomeIrradiationMapping/BiomeIrradiationMappings (overworld/nether/end
each map to their own irradiated biome instead of always Irradiated
Plains).
…n packages Sweep of dead/unused imports left over from previous refactors: SimpleMultiBlockAislePatternBuilder, ClientEvents, ReactorFluidTypesValue, SmithingClothRecipeBuilder, MultiBlockManagerBeta, AnimalUtil, VicinityEffect, ClothItem, BigFluidStack, ReactorAssembler, ReactorControllerBlockEntity, ReactorSummaryDisplaySource, CNDensityFunctions and IrradiatedBiomes. Also move the RADIATION_VALUE static import below the regular imports in RadiationCapability and drop a stray blank line in IRadiationCapability, with no behavioral change.
…or and ReactorDebugDiagnostics Move triggerNuclearExplosion out of ReactorControllerBlockEntity into a new ReactorMeltdownExecutor (IExplosionService), computing explosion size, spawning the NuclearExplosionEntity, destroying the controller block and irradiating the surrounding biome. The block entity now delegates to this service via the existing service-injection pattern and just sets isExploding. Replace the verbose logReactorConnections debug dump (raw LOGGER.debug calls) with ReactorDebugDiagnostics.sendReactorConnectionsTo, which reports input, fluid input, output and alarm manager state directly to the requesting player as translated chat messages. Add the corresponding createnuclear.reactor.debug.* translation keys to reactor.json and update ReactorControllerBlock's paper-item handler to pass the player through.
Drop the unused translation keys reactor.info.assembled.none, reactor.info.assembled.destroyer and reactor.info.is from the default, en_us and en_ud reactor lang files (none of them were referenced anywhere in code). Also remove the leftover commented-out "reactor is not assembled" chat message in ReactorControllerBlock's interact handler.
…te/ReactorGoggleTooltipRenderer Replace the three loose clientDisplayItems/clientDisplayFluids/clientMaxFluidCapacity fields on ReactorControllerBlockEntity with a single immutable ReactorDisplayState record (items, fluids, maxFluidCapacity), with its own serializeNBT/deserializeNBT for the client sync packet. Move the serialization logic out of readBasicState/writeBasicState into DefaultPersistenceService, which now reads/writes the "displayState" tag on client packets. Move the Goggles tooltip rendering out of addToGoggleTooltip into a new stateless ReactorGoggleTooltipRenderer that renders purely from a ReactorDisplayState snapshot plus the current heat value. Also switch the debug-connections interaction trigger from holding paper to holding a debug stick.
Break the single render() method into renderHeaderAndHeat, renderItemRods and renderFluidTanks, each responsible for one section of the Goggles tooltip. Pure refactor, no behavioral change — render() now just calls the three helpers in order.
…lder Move the per-tick collection of input item/fluid data out of ReactorControllerBlockEntity.tick() into a new ReactorInputSnapshot record and ReactorInputSnapshotBuilder service. The builder scans the input item/fluid handlers and produces a single immutable snapshot (items, fluids, max fluid capacity, fuel/cooler rods), which the block entity now uses to populate displayState, bigFuelItem, bigCoolerItem and bigFluidStack. This removes a chunk of inline collection logic and several now-unused imports from the block entity, consolidating the snapshot into one reusable source for tooltip display and future consumption/heat calculations.
Stop tracking .claude/settings.local.json (machine-specific Claude Code settings) and exclude .claude/* via .gitignore. Add AUDIT2.md, an independent re-evaluation of the V2 refactor against AUDIT.md.
Drop the createnuclear-specific lead_ores, uranium_ores and thorium_ores tags (CNTags, CNBlocks, CNStandardRecipeGen) and use the shared forge:ores/lead, forge:ores/uranium and forge:ores/thorium tags everywhere instead, removing duplicate tag definitions and regenerating the recipe/advancement JSONs that referenced them. Also fix harvest-tool tags for thorium ore and raw thorium block: add NEEDS_DIAMOND_TOOL/NEEDS_IRON_TOOL to thorium ore (both deepslate and stone variants) and NEEDS_DIAMOND_TOOL to raw_thorium_block, and add deepslate_thorium_ore to needs_iron_tool, so thorium-related blocks require the correct tool tier like their uranium/lead counterparts.
…eactor components
RodsTooltipHandler intentionally skips mod items (already handled via setTooltipModifierFactory) to only process external/datapack items. This is not a bug, but a readability risk — updated documentation with the rationale and a recommendation to add a guard comment.
- Add an explicit import for ForgeConfigSpec.ConfigValue and use the unqualified ConfigValue<List<? extends String>> type for ENTITY_BLACKLIST instead of the fully-qualified ForgeConfigSpec.ConfigValue reference. No behavioral change.
…mity math asymmetry - DefaultHeatCalculator.computeHeat: read the rod pattern directly from the blueprint item via ReactorBluePrintItem.getItemStorage(...) (an ItemStackHandler) instead of manually parsing raw "pattern"/ "Items" NBT compound tags — removes the ListTag/Tag NBT walk in favor of the same accessor GameTest fixtures already use. - Rewrite the fuel/cooler proximity scoring to be symmetric: a fuel rod's neighbor scan now only ever contributes when adjacent to another fuel rod (RodType.TypeRodPredicate.isFuel), and a cooler's scan only contributes when adjacent to another cooler (isCooled) — replacing the previous asymmetric logic where a cooler never scored anything and a fuel-next-to-cooler used a fuel.base/cooler.proximity division. Add the RodType(RodType) new isFuel/isCooled predicate overloads used for this. NOTE: this changes DefaultHeatCalculatorGameTest's asymmetry test from correct to outdated — that test still asserts the old fuel/cooler division behavior and needs re-verification against this new logic. - computeHeat now skips TypeRod.NONE rods explicitly and clamps the final result to a minimum of 0 (Math.max(0, heat + overHeat)) instead of allowing negative heat. - Thread a new previousHeat/currentHeat parameter through the whole heat-calculation call chain (IHeatService, DefaultHeatService, HeatManager, IOverheatController, DefaultOverheatController, IReactorHeatUpdateCoordinator, ReactorHeatUpdateCoordinator, ReactorControllerBlockEntity) so DefaultOverheatController can force the overheat timer to increment once the reactor's heat exceeds its active fluid's configured maxHeat, in addition to the pre-existing fluid-shortage/negative-ratio conditions. - Minor cleanup: drop unused imports in HeatManager, remove a stray blank line in ReactorControllerInventory, and remove a dead `formattedPattern[j][k] == 99` sentinel check in DefaultHeatCalculator (now unreachable since slots are matched by value, not sentinel).
… cooler-to-cooler - DefaultHeatCalculator.computeHeat: correct the cooler branch's neighbor check — the previous commit's rewrite still compared isCooled(rod) && isCooled(neighborRod), which never triggers a cooler's own contribution (two coolers never award heat to each other under this formula); now correctly checks isCooled(rod) && isFuel(neighborRod), matching the external design spec's "Graphite extra: -1/4Q of the heating rod" and the reference JS calculator (verified 128 on both sides for the [G,T,G]/[T,U,T]/[G,T,G] pattern). - AUDIT_ACTUEL.md: document this fix in §0 (commit 691dfb1 + this follow-up), close the §2.2 fuel/cooler asymmetry item as resolved, update §3's GameTest coverage row and add a new ReactorFluidType.maxHeat() row noting it's no longer dead code, update §7 item 6's optimization note, and add the corresponding §8.1 changelog row — all cross-referencing that DefaultHeatCalculatorGameTest still asserts the old (now incorrect) division-based behavior and needs to be rewritten to match.
…a and add a 3x3 wiki-reference test - DefaultHeatCalculatorGameTest: rename and rewrite test 3 (fuelCoolerMix_onlyFuelScansContributeProximityHeat_coolerAdjacencyIsAsymmetric -> fuelCoolerMix_coolerScansItsOwnFuelNeighborsSymmetrically) to assert the current cooler-scans-fuel-neighbor multiplication formula (neighborRod.baseRodHeat() * rod.proximityRodHeat()) instead of the old fuel-scans-cooler-neighbor division formula, per the DefaultHeatCalculator fix landed in the previous commit. - Fix test 2 (singleCoolerRod_noNeighbors_addsOnlyItsOwnBaseRodHeat): computeHeat now floors its result at 0 (Math.max(0, heat + overHeat)), so an isolated cooler's negative baseRodHeat was previously being swallowed by the floor and the test's -32 expectation was unreachable; add a large overHeat (50) to keep the total positive and actually exercise baseRodHeat's contribution. - Add a new test 4 (threeByThreeDiamond_matchesWikiCalculatorReferenceValue) covering a full interior 3x3 rod pattern (4 corner graphites, 4 edge thoriums, 1 center uranium), asserting against a config-derived expected value that matches the community wiki calculator's reference result of 128 for this pattern under default balance. - AUDIT_ACTUEL.md: update §2.2, §3's GameTest coverage row, and the §8.1 changelog entry to record that DefaultHeatCalculatorGameTest is now up to date with the corrected formula, and document the in-game GameTest run (./gradlew runGameTestServer, 30 tests, 3 failures — 2 already-known/expected ReactorInputFluidManager over-extraction contract markers, 1 fixed here from the new Math.max(0, ...) floor).
…he O(81) position lookup - DefaultHeatCalculator: replace the per-rod double loop over the full 9x9 formattedPattern grid (used just to relocate a rod's own slot before scanning its neighbors) with a static NEIGHBORS_BY_SLOT map (Map<Integer slot, List<Integer> neighborSlots>), built once via buildNeighborsBySlot() from the pattern/offsets. computeHeat now looks up a rod's neighbor slots directly instead of re-scanning all 81 grid cells per rod (~57x81 ≈ 4617 iterations/tick on a full reactor down to O(1) map lookups), matching the low-risk optimization already tracked in AUDIT_ACTUEL.md §2.2/§7. - formattedPattern/offsets fields become static final FORMATTED_PATTERN/OFFSETS constants shared across instances instead of being rebuilt per DefaultHeatCalculator instance. - No behavioral change: neighbor resolution order and the fuel/cooler proximity formulas are unchanged.
…_ACTUEL.md, cross-referenced to 37613d8 - §2.2: mark the remaining O(81) position-lookup loop as resolved (commit 37613d8), pointing to the new §8.1 entry instead of repeating the recommendation inline. - §3 (multiblock optimization table): flip the DefaultHeatCalculator.computeHeat row from "partially fixed, low priority" to "fixed, closed", referencing the new NEIGHBORS_BY_SLOT map and commit 37613d8. - §7 (priority 6, minor optimizations): mark the slot->neighbor precompute item as done, describing NEIGHBORS_BY_SLOT and buildNeighborsBySlot(). - §8.1 (changelog table): correct the previous fuel/cooler-asymmetry entry's hash reference (drop the "+ correctif suivant... non commité" placeholder, now that that follow-up has its own commit), and add a new changelog row for 37613d8 documenting the O(81) -> O(1) neighbor-lookup optimization (FORMATTED_PATTERN/OFFSETS made static final, new precomputed NEIGHBORS_BY_SLOT map), noting it is a no-behavior-change performance fix.
…mble/disassemble sound events - CNSoundEvents: rename the NUCLEAR_EXPLOSION_RINGING sound entry from "explosion/nuclear_explosion_ringing" to "explosion/ringing", matching the renamed audio asset (nuclear_explosion_ringing.ogg deleted, replaced by the new ringing.ogg). - NuclearMushroomCloudParticle: fix the ringing playback to actually use CNSoundEvents.NUCLEAR_EXPLOSION_RINGING instead of NUCLEAR_EXPLOSION_SHOCKWAVE (kept as a commented-out reference). - ReactorControllerBlock: switch the assemble/disassemble sound effects from REACTOR_ACTIVATION/REACTOR_SHUT_OFF to the dedicated MOTOR_ASSEMBLE/MOTOR_DISASSEMBLE sound events. - gradle.properties: bump mod_version from 2.0.17-beta-sound to 2.0.17-beta-sound2. - Regenerate affected datagen output (sounds.json, en_us.json, en_ud.json, .cache index entries) to reflect the renamed sound file.
…version - IrradiatedBiomes: register a new .backgroundMusic(new Music(...)) entry for the irradiated_land biome, reusing the same BIOME_WASTELAND sound event as the ambient loop sound (min_delay 0, max_delay 300, replace_current_music true). The existing .ambientLoopSound(...) call is kept but flagged in a new comment as pending replacement by a dedicated ambient-loop sound distinct from the background music. - BiomeIrradiationService: add unused ServerPlayer and CreateNuclear imports (no behavioral change yet in this diff). - gradle.properties: bump mod_version from 2.0.17-beta-sound2 to 2.0.17-beta-sound3. - Regenerate the corresponding datagen output (worldgen/biome/irradiated_land.json gains a "music" block; .cache index updated).
…verheat, in addition to fluid conditions - Add new HeatBalance record (content/multiblock/reactorLogic) holding weighted heatPoints (fuel) and coolingPoints (cooler) sums, with a resolve() method comparing their ratio against the wiki-reference 6:1 TARGET_RATIO to produce an EquilibriumState. - Add new EquilibriumState enum (OVERHEATING / BALANCED / OVERCOOLING); only OVERHEATING currently drives behavior (BALANCED/OVERCOOLING are placeholders for a future status display / output bonus-malus). - Move heat-balance computation from a static ReactorHeatUpdateCoordinator.calculateActualTotalHeatRatio(...) helper into the IReactorHeatUpdateCoordinator interface as an instance method calculateHeatBalance(...), now returning a HeatBalance instead of a single int — it separately accumulates heatPoints for FUEL rods and coolingPoints for COOLER rods (each weighted by RodType.ratio()) instead of summing every rod's heatRatio into one signed total. Document all four IReactorHeatUpdateCoordinator methods with full parameter Javadoc. - DefaultOverheatController.updateState: take a HeatBalance instead of a raw totalHeatRatio int. The overheat timer now escalates on two independent malus points — rodMalus (HeatBalance.resolve() == OVERHEATING) and fluidMalus (insufficient fluid / exceeds fluid maxHeat) — and when both are active simultaneously, overHeat increases by 2 per tick instead of 1, and overFlowLimiter decreases by the same malusPoints count (floored at 2) instead of always by 1. - Thread the new HeatBalance type through the whole heat-calculation call chain in place of the old totalHeatRatio int: IHeatService, DefaultHeatService, HeatManager, IOverheatController, ReactorHeatUpdateCoordinator, ReactorControllerBlockEntity (new heatBalance field, initialized to HeatBalance(0, 0), now populated via heatCoordinator.calculateHeatBalance(...) instead of the removed static helper). - RodType: rename the heatRatio field/accessor/builder methods to ratio (and its codec key "heatRatio" -> "ratio", default unchanged at 1); update all call sites (CNItems rod registration, RodsStats tooltip, ReactorBluePrintMenu's totalHeatRatio -> totalRatio local var and NBT key "totalHeatRatio" -> "totalRatio"). - CRods: change graphiteHeatRatio's default value from -6 to 1, since cooling/heating weighting is now handled by HeatBalance's separate heatPoints/coolingPoints sums rather than by sign. - tooltips.json / regenerated en_us.json, en_ud.json: rename the "heatRatio" tooltip key to "ratio" and reword its text to "Rod Value for ratio: %d".
…unused worldgen imports - ReactorOutputEntity: remove the dead/unused controllerEntity, controller fields and their setController(...)/setSpeed(...)/ getDir()/setDir(...) accessors, plus the overridden tick() method that looked up the reactor controller 3 blocks above and force-set speed to 0 whenever it wasn't found or wasn't assembled — none of this was reachable from outside the class and getGeneratedSpeed() never consulted these fields. Also drop now-unused imports (BlockGetter, Level, CNBlocks, ReactorControllerBlock, ReactorControllerBlockEntity, the static DIR import), a stray commented-out ScrollValueBehaviour field/getGeneratedSpeed body, and redundant blank lines; make the inner ReactorOutputValue class static since it no longer needs an outer-instance reference. - IrradiatedBiomes: remove unused imports (Carvers, MiscOverworldPlacements, GenerationStep) left over from prior worldgen cleanup.
V2 correctif audit
extractFluids never decremented fluidNeeded between handlers, so the requested amount was treated as a per-input quota instead of a total: a reactor asking for 10 units with two fluid inputs holding 10 each drained both, removing 20. The more inputs the player placed, the faster the coolant vanished. An `if (toExtract > 1)` guard also silently dropped requests for exactly one unit, which is what FluidConsumptionRateCalculator asks for at the low end of the consumption curve, so the smallest reactors leaked their buffer accounting. The loop now tracks what is left to extract, stops once satisfied, and subtracts what the handler actually returned rather than what was asked of it. The Javadoc claimed "true if the full amount was extracted" while the code returned true on any partial extraction. The code's behaviour is the right one - the reactor should consume whatever coolant it can reach rather than refuse to run - so the Javadoc now documents that instead. The two gametests that pinned the buggy behaviour are removed, and extractFluids_returnsTrueEvenWhenNotFullyExtracted_javadocMismatch is renamed now that there is no mismatch. runGameTestServer now runs 28 tests and exits 0. The identical fix is applied to the NeoForge branch, keeping the two implementations byte-identical.
extractFluids never decremented fluidNeeded between handlers, so the requested amount was treated as a per-input quota instead of a total: a reactor asking for 10 units with two fluid inputs holding 10 each drained both, removing 20. The more inputs the player placed, the faster the coolant vanished. An `if (toExtract > 1)` guard also silently dropped requests for exactly one unit, which is what FluidConsumptionRateCalculator asks for at the low end of the consumption curve, so the smallest reactors leaked their buffer accounting. The loop now tracks what is left to extract, stops once satisfied, and subtracts what the handler actually returned rather than what was asked of it. The Javadoc claimed "true if the full amount was extracted" while the code returned true on any partial extraction. The code's behaviour is the right one - the reactor should consume whatever coolant it can reach rather than refuse to run - so the Javadoc now documents that instead. The two gametests that pinned the buggy behaviour are removed, and extractFluids_returnsTrueEvenWhenNotFullyExtracted_javadocMismatch is renamed now that there is no mismatch. runGameTestServer now runs 28 tests and exits 0. The identical fix is applied to the NeoForge branch, keeping the two implementations byte-identical. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
…tractorItem Pendant d'un renommage fait cote NeoForge, ou 8 fichiers portaient un nom different du notre pour un contenu identique (section 1 de PARITE_FORGE_NEOFORGE.md). Sept ont ete alignes sur Forge. Celui-ci est le huitieme, et le seul ou la faute etait de notre cote : nous ecrivions "Irrad-a-tion", NeoForge ecrivait deja "Irrad-ia-tion". Aligner NeoForge sur nous aurait propage la faute dans les deux depots. Renommage de classe uniquement. BiomeIrradiationExtractorItem.TAG vaut "biome_restore" et l'item reste enregistre sous "biome_irradiation_extractor" : aucune ressource, aucune cle de lang et aucun monde existant n'est touche. Verifie : compileJava passe, et le diff d'arborescence entre les deux depots ne liste plus ce fichier.
…tractorItem Pendant d'un renommage fait cote NeoForge, ou 8 fichiers portaient un nom different du notre pour un contenu identique (section 1 de PARITE_FORGE_NEOFORGE.md). Sept ont ete alignes sur Forge. Celui-ci est le huitieme, et le seul ou la faute etait de notre cote : nous ecrivions "Irrad-a-tion", NeoForge ecrivait deja "Irrad-ia-tion". Aligner NeoForge sur nous aurait propage la faute dans les deux depots. Renommage de classe uniquement. BiomeIrradiationExtractorItem.TAG vaut "biome_restore" et l'item reste enregistre sous "biome_irradiation_extractor" : aucune ressource, aucune cle de lang et aucun monde existant n'est touche. Verifie : compileJava passe, et le diff d'arborescence entre les deux depots ne liste plus ce fichier. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Giovanniricotta2002
force-pushed
the
V2
branch
2 times, most recently
from
August 20, 2026 08:49
57d5b4e to
f6c815a
Compare
…ove orphan alarm model ResourceLocation was referenced by its fully qualified name inline in PersistentFluidLocks instead of through an import like the other Minecraft types in the file; added the import and shortened the call site to match. src/main/resources/assets/createnuclear/models/block/reactor/alarm/block.json was an empty, unused model file at a path no blockstate or code references. The alarm block already resolves to the generated block/reactor_alarm.json model, which applies a single texture to every face via cube_all, so this leftover was removed.
…ncy DSL and reset mod_version to 2.0.0
- build.gradle: replace the ForgeGradle-style `minecraft { ... }` block
with ModDevGradle's `legacyForge { ... }` block — access transformer
registration via `accessTransformers.from(...)`, parchment mappings
via `parchment { minecraftVersion, mappingsVersion }` instead of
`mappings channel:`, mod source set registration via
`mods { "${mod_id}" { sourceSet ... } }`, and per-run-config updates
(`jvmArguments.addAll(...)` instead of `jvmArguments =`,
`systemProperty(...)` instead of `property ...`, `client()`/
`gameDirectory` instead of `workingDirectory`, `type = "gameTestServer"`
for the gametest run, refmap remap path updated to
`build/moddev/artifacts/intermediateToNamed.srg`).
- Drop `fg.deobf(...)` wrapping (ForgeGradle-only) from all mod
dependencies, switching to plain `modImplementation`/`modCompileOnly`/
`modRuntimeOnly` configurations; Alex's Caves/Citadel move from
`compileOnly fg.deobf(...)` to `modCompileOnly(...)`. Deduplicate the
Create/Ponder/Flywheel/Registrate dependency block that was
previously declared twice.
- Add `sourceSets.main.resources { srcDir 'src/generated/resources' }`
so generated datagen resources are included on the classpath.
- Prefix the `base.version` with `${mod_version}-forge` instead of
just `forge`, and remove the `mixin { debug.verbose/debug.export }`
block (mixin debug flags are now set per-run via
`systemProperty("mixin.debug.export"/"mixin.debug.verbose", "true")`
instead).
- gradle.properties: reset mod_version from 2.0.17-beta-sound3 down to
2.0.0.
- tooltips.json: reword the biome_irradiation_extractor beta tooltip
("will change it's form & texture in the next update" -> "might
change in future updates").
- Regenerate affected datagen output (en_us.json, en_ud.json, .cache
index entries).
Closed
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
test