59.0.4: * Should fix "TileHidden cannot be cast to TileEntityCodeDoor" 59.0.2: * Fixed "NoSuchFieldError: defaultVolume" crash with updated IC2. 59.0.1: * Refined iron ingots replaced with refined iron plates in all recipes. Fixes crash. 59.0.0: * Updated to 1.7.10. 58.1.0: * Official 1.7.2 update. * Logic card recipes will consume their ingredients. (possibly temporary depending on whether it even makes a difference) * Changed refined iron to normal iron in one recipe, since refined iron was removed. * Items (MFDs, blank cards, link cards, logic tokens, crafting ingredients) will be deleted when upgrading from 1.6.4. Sorry! * Fixed forcefields not getting any power with "preferredEnergySystem=infinite" * Forcefields look bad or invisible at a distance because of 1.7's mipmapping (texture smoothing). * New bug: Several GUIs have syncing problems. * New bug: forcefields camouflaged with ice are not translucent. * New bug: forcefields camouflaged with stained glass are just weird. 57.2.0: * EMP upgrades, forcefield cores and tesla coils can use different power systems - set the preferredEnergySystem option in immibis.cfg. * Removed the ability to right click with a frequency card to see a random number. 57.1.1: * Fixed DeFence IDs not being added to config file. 57.1.0: * Absorbed the old mod DeFence. As a result: * Added chain link fences. * Added barbed wire fences. * Added code doors, which are doors locked by a 4-digit PIN. Only breakable by the owner or in creative. This might change as it could be used for griefing. 57.0.0: * Updated to Minecraft 1.6.4. * Updated to experimental IC2. 56.0.0: * Updated to Minecraft 1.6.2. * Removed deprecated blocks: reactor containment field projector, EU injector, reactor connector. * Fixed crash when double-clicking slots. 55.1.4: * Fixed beam code not using isAirBlock to check for air. 55.1.3: * Fixed empty 1 and 2 sections being created in config file. * Industrial tesla coils use a whitelist of entities to attack, instead of a blacklist (This means they won't attack any unknown entities; mobs from other mods will still be attacked) * Arrows and other projectiles can be destroyed by industrial tesla coils. * Destroying a projectile always costs 500 EU instead of using as much EU as possible. It's also faster than attacking a player or mob. 55.1.2: * Reobfuscated with SRG names; fixes AbstractMethodError. 55.1.1: * Fixed forcefield filters not working with area projectors. 55.1.0: * Item detection filters now target dropped items (which match the item in the filter) as well as players. * Made everything relating to data beams glowy (like xycraft ore) * Made forcefield projectors glowy (also like xycraft ore) * Fixed being able to mine data beams with silk touch. * Fixed a small texture bug with programmable filters. * Added input mode icon to the programmable filter GUI. * Added coloured input tokens. * Fixed zapper+camo forcefields using the wrong texture when no block is in the camouflage upgrade. * Directional Projector renamed to Line Projector (as intended). * Added (DEPRECATED) tags to reactor field projectors, reactor connectors. Reactor field projectors are redundant - use an area projector with an offset. * Added (DEPRECATED) tag to EU injector. If you somehow still have one, just supply power to the core directly. * enableReactorBlocks defaults to false. * Apologized for being like Sengir and removing things. This mod is not Nuclear Control. At least nothing was nerfed. 55.0.1: * Fixed item detection filters not saving their inventory. (Why did nobody tell me about that?) * Renamed intersection/union/difference tokens to AND/OR/NOT tokens respectively. * Fixed item detection filter beam colour. 55.0.0: * Gave up waiting for IC2 to have a non-alpha release and updated to Minecraft 1.5.2. * Items cannot be inserted into loot collectors. * Only splash potions can be inserted into potion applicators. * Removed Reactor Monitor, Reactor Monitor Client and Reactor Cooler. * Removed reactor link cards. * Removed MFD wrench mode. * Blacklisted item frames and all BuildCraft entities from being zapped by industrial tesla coils. 52.0.6: * Changed blank card recipe slightly, so it no longer conflicts with MFFS. * Added reverse crafting recipes for projectors. 52.0.5: * Removed some code that caused rare crashes when opening GUIs, and didn't seem to do anything useful. 52.0.4: * Recompiled with Java 6. 52.0.3: * Fixed packaging again. 52.0.2: * Fixed mcmod.info 52.0.1: * Fixed packaging. 52.0.0: * Updated to 1.4.6. 51.0.3: * Fixed cooldown when the world time is changed. 51.0.2: * Fixed config sections and renamed many options. Existing configs should auto-convert. If anything is left over in the 0/1/2 sections, it's not used and you can delete it. * Added max tesla range option (default 100) 51.0.1: * Updated textures (by kaj_) * Fixed an exploitable world-breaking server crash that could also be triggered accidentally. * Fixed forcefield filter not working on area projectors. * Fixed colour of forcefield filter beam. 51.0.0: * Updated to 1.4.5. * Ended support for 1.2.5, 1.3.2 and 1.4.2. 50.2.4: * Removed debug message. * Another potential fix for the reactor crash bug. 50.2.3: * Compiled against updated IC2, may fix reactor crash bug (1.4.2 only) 50.2.2: * Fixed top and bottom textures being swapped on some forcefield-related blocks. * Found out why reactor monitor clients don't work - you need to set them up like this: http://puu.sh/1myiu 50.2.1: * Fixed invisible GUI text in 1.4.2. * Fixed hotbar items being visible in directional extender GUI. 50.2.0: * Updated to 1.4.2 50.1.1: * Fixed a crash 50.1.0: * Changed: RENAMED CONFIG FILE TO AdvancedRepulsionSystems.cfg TO AVOID CONFLICT WITH MFFS! * Changed: Moved textures from /mffs_grafik to /immibis/ars/textures to avoid conflicts with MFFS. This will break existing texture packs! * Changed: New forcefield machine textures by Ivysaur1996. * Changed: New tesla machine textures by kaj_says. (Except the temporary ones) * Changed: Almost all recipes. * Changed: Built-in storage of a forcefield core decreased from 10M to 1M forcepower (100k EU). * Changed: Default range of a forcefield core increased from 8 to 16 blocks. * Changed: Blank card recipe now creates 8 cards. * Changed: Right click will not open GUIs if you're sneaking, instead of if you're holding a lever or ARS block. * Changed: In 1.3.2 the coolant injector will recharge RSH and LZH condensators using lapis and redstone from its inventory. * Changed: Blank cards stack to 64. * Removed: ID tool MFDevice from the code. * Removed: reactor link MFDevice from the code. * Removed: old (useless) ID cards from the code. * Removed: oldNames option. * Added: Industrial tesla coil and related blocks. Uses two more block IDs - one for the machines and one for the "lasers." * Added: Speed, EMP, range, and suppressor upgrades for industrial tesla coils. * Added: Upgrade multiplexers (for tesla coil upgrades) * Added: Programmable filters, logic tokens, forcefield filters, and item detection filters (for tesla coil target filtering) Note: Some items besides logic tokens are acceptable in programmable filters. * Added: Loot collector (tesla coil upgrade) * Added: Remote potion applicator (tesla coil upgrade) * Added: Config option to disable tesla coil etc (disables registration of those block IDs) * Added: Config option to disable reactor-related blocks (disables recipes only) * Added: Config option for extra storage from a storage upgrade. * Added: Config option for default storage of a forcefield core. * Added: Config option for default range of a forcefield core. * Added: You can now right click on a core with a blank card to encode it. * Added: You can now right click on a projector with a frequency card to insert it. * Renamed: some items that had MFFS in their name * Renamed: directional projector to "Line forcefield projector" * Renamed: directional extender to "Line projector extender" * Renamed: deflector to "Plate forcefield projector" * Renamed: reactor heat control to "Reactor coolant injector" * Fixed: Tube projectors now retain their X and Y offset between world loads. * Fixed: Reactor coolers now use their "active" texture when they're active. * Fixed: Machines not updating visually until a block near them changed. * Re-added: Recipes for reactor blocks (if enabled) 50.0.2: * Fixed camouflaged field blocks being broken in SMP. (requires Immibis Core update) 50.0.1: * Fixed direction being invisible. * Renamed to Advanced Repulsion Systems. 50.0.0pr1: * Changed version numbering scheme * Updated to 1.3.2 * Known problem: Direction is not visible on any blocks. * Known problem: Reactor blocks are not updated to work with new reactors. In particular the cooler may need balancing since it allows CASUCs. rev10.2: * Fixed console spam from directional extenders. * Fixed being able to offset a directional extender independently from the main projector. rev10.1: * Fixed reactor containment projectors centering the field on the projector instead of the reactor. * Fixed area projectors not accepting dome upgrades. * Tube projectors now accept dome upgrades. Mostly useful on horizontal tubes. rev10: * Made forcefields instantly break boats that are stuck in them. With a zapper upgrade, they will also break boats that touch them. * Internal changes to allow large forcefields to have inhibitor upgrades without lagging. * Fixed vertical tube projectors in "front" mode? * Added a cooldown to field activation and deactivation to prevent spam. It takes about 1 tick per 40 force field blocks. A cube with a radius of 16 will take about 8 seconds. Adjustable by cooldownBlocksPerTick in the config. * Removed recipe for remote reactor link, since it didn't even do anything. * Removed ID-tool mode of MFD, since it was useless. If you have one, you can still craft it back to wrench mode. Crafting a wrench-mode MFD now switches it to... * Offset mode. Right click on any side of a projector to shift the entire field in that direction. Sneak to shift in opposite direction. * Added recipe for the inhibitor upgrade (machine block + 4 carbon plates) * Allowed wiring directly to cores. * Disabled recipe for EU injector. * Cores accept energy in complete packets, so no more increased cable losses. * Cores will not use any EU's if that would waste energy (if there's <10 FP missing) * Projectors now drop their contents when broken (but not reactor monitors and camouflage upgrades) * Frequency cards (all types) can be crafted by themselves to reset them. rev9: * Added unfinished inhibitor upgrade. On large forcefields, may cause lag or slow forcefield generation. You shouldn't use this yet. * Fixed players being able to crash the server with a ClassCastException. * Removed a debug message rev8: * Registered force field block correctly for Bukkit. * Required clients to have the mod if the server has it. rev7: * Added configurable limits to config file. maxProjectorSize controls most limits, except for tube radius and deflector distance. * Made forcefield blocks render faces that are touching other types of force fields correctly * Made block-breaker fields no longer break tile entities. * Reduced lag from large tube forcefields (by only refreshing the actual forcefield blocks and not the ones in the middle) * Added configurable refresh speed (in blocks/tick/projector) - when you have a block blocking a forcefield, this affects the time it takes for it to be replaced with a forcefield block. rev6: * Refactored more code. * Block cutter should now properly drop all blocks. * Tube projectors can make holes in other force fields linked to the same generator again. * slowGenerate removed. Forcefields generate instantly. rev5: * Refactored lots of projector-related code. * Block-cutter, zapper and camouflage upgrades work on all projectors (except reactor fields) * Dome upgrade works on tube projectors * Camouflage upgrade works in SMP * Changed area projector max height to 255 instead of 127 * Quadrupled area projector power consumption; previously the number of force field blocks was estimated incorrectly and accounted for only 1/4 of the blocks. * Halved area projector power consumption (stacks with above) if a dome upgrade is present, since there are only half the field blocks. * Reactor field can now be placed 1 block away from a 0-chamber reactor. * Outline of zapper forcefields fixed when pointing at them * Zapper forcefield particles now spawn at a random location inside the block, instead of always at the centre. * Fixed zapper forcefields not hurting things that jump upwards into them. * Zapper forcefields now count as generic damage instead of void damage - so they can't hurt creative players any more * Fixed typo causing zapper forcefields to have weird collision boxes. * Made force field blocks not made by a projector decay, like leaves - in case you somehow get a field block without a projector * Changed: Tube projectors no longer poke holes in other forcefields. * Discoveries: - Reactor containment fields will turn on if the reactor exceeds 75% of its max heat (ignoring reactor plating) and will automatically get the block cutter upgrade * Bugs: - Projectors sometimes don't visually face the right way when placed in SMP. reconnecting fixes this. so does changing a block next to the projector. - Zapper and camouflage upgrades do not work together - Some sides of field blocks touching the ground can be darkened. Most noticeable when using camouflage upgrades. - If a camouflage upgrade is destroyed, its contents are not dropped. * Fixed upgrades not changing appearance when activated in SMP rev4: * Hopefully fixed load order problems (edit: actually didn't, but this wasn't the mod with the load order problems, that was Dimensional Anchors) rev3: * Fixed crash when opening deflector GUI * Changed uninsulated to insulated copper cable in recipes * Fixed large forcefields not working near bedrock level * May have fixed forcefields not working sometimes in SMP if not placed near Z=0 and nobody was near Z=0 to load that chunk * Changed TileEntityProjektor.field_queue from a LinkedList to a HashSet - results in forcefields being built in a different randomish order instead of bottom-to-top * Added slowGenerate config option - If true, forcefields are generated at 400 blocks/second - If false, 400 blocks/tick = 8000 blocks/second - Defaults to true on servers, false on clients