Meepscellaneous Concepts
Fixes | v29.4
- EMP stun status effect now has an icon
- Add reload and bullet stats to harmacist
- Harmacist fires more often
- Harmacist now leads targets
- Fix harmacist missing bundles
Tiny Homing Improvement | v29.3
- Missile homing now leads targets
- Some decluttering
- Removed the grand poo that was only visible when funi mode was active
- Properly hide test/incomplete content
Missile Improvements | v29.2
- Missile homing actually works now.
- Updated sprites and shadows of missiles.
- Removed hydroconveyor - Has been moved to Additional Logistics.
- Fixed shield projectors being hexagonal instead of square.
- Fixed bloom not applying to missile trail fade.
Minor Fix | v29.1
- Fixed static nodes missing laser sprites
Missile Stuff Getting Even More Out Of Hand | v29.0
- Updated to the latest version of black hole lib. Please stop telling me that it crashes.
- Added black hole nuke
- Sucks in units in the area then explodes
- EMP nuke now is a cloud instead of a ring of orbs.
- Missile physics changes
- Missile frags (recursive missile and cluster nuke) are now rotation-based. I'm not gonna bother explaining it, just know that splitting at closer range will spread not as far while splitting farther away will spread further out.
- Missile homing is now rotation based and thus it'll look less awkward.
- Cluster nuke homing is temporarily disabled because I haven't finished doing the math. I'm only making this release to make people shut up about the black hole lib problem.
v28.1 - Mod Name is Spelt Wrong | v28.1
Fix the mod name being spelt wrong. "MEEPscellanious" -> "MEEPscellaneous"
v28.0 | v28.0
- Mod has been renamed to "MEEPscellaneous Concepts"
- I didn't like the old name.
- Missile turrets reworked. Again.
- Missiles now have a z-coordinate and fly over everything using :sparkles:math:sparkles:.
- As a result, the shield projector is now a rectangular prism.
- Kugelblitz now has proper proper black hole drawing
- Requires MEEPofFaith/black-hole-renderer to be installed.
- Sandbox content has been removed from this mod and moved to its own dedicated mod, MEEPofFaith/extra-sand-redux.
- Other
- Updated to v146
- Fixed smart drill crashing when trying to save with no target item selected
v27.3 | v27.3
- Updated to v144.2
- Hydroconveyor now takes less to research.
- Fixed hydroconveyor icon.
- Missiles/sentries can no longer be accidentally deconstructed.
- Sandbox walls can now be placed in water.
- Slightly reduced heat requirement of tenelium fuser.
- Bug fixes
- Minigun reload did not take framerate into account.
- Sergeant did not appear in the build menu.
v27.2 aaaaaaaaaaaaaaaaaaaaa | v27.2
- Fixed rockets being destroyed not damaging blocks on the team of that rocket
Now go look at https://github.com/MEEPofFaith/prog-mats-java/releases/tag/v27.1 instead.
v27.1 Crash Fix and Other Stuff | v27.1
- Sandbox wall dps display no longer covers other blocks.
- Small visual adjustments to missiles.
- Fixes:
- A rocket left on the ground getting destroyed would crash the game.
- Cluster nuke being left on the ground and getting destroyed didn't spawn the right number of explosions.
- Missile trails didn't properly draw their end cap when fading
v27.0 - Turret Reworks Part 1 | v27.0
Since I haven't really been doing much lately, I've decided to release what I've done so far.
- Missile turret reworks:
- The missiles now have a set landing position and fly in an arc.
- Given better names.
- Artemis (previously Strikedown) is now 5x5 to better fit with other payload blocks.
https://user-images.githubusercontent.com/54301439/218284014-18715f7a-92e5-4eb5-8d4d-9289a52a0bd4.mp4
- Arbalest has received some visual updates.
https://user-images.githubusercontent.com/54301439/218284993-99b16bf4-cf30-4666-9727-633739373b42.mp4
- Incision and Fissure have been replaced with Pinpoint.
https://user-images.githubusercontent.com/54301439/218284092-61fee9b8-5a66-42f3-9a84-818dd46e742a.mp4
- Sentinel and Sergeant have been moved to Erekir.
- Sentinel has also received a visual overhaul.
https://user-images.githubusercontent.com/54301439/218284642-e61a9e01-4d98-4026-a7d1-1df6e11c7ddb.mp4
- Added an option in PM's settings to give vanilla sandbox blocks more health.
- Sandbox walls are now fully configurable.
- Probably some other stuff I'm not remembering.
- WIP
- Some blocks aren't complete yet. You can find them in sandbox.
- Apotheosis has been replaced with Solstice and Starfall. New visuals.
- Council, Congress, and Pantheon have been replaced with Matrix, and is now on Erekir instead.
- As a result, all turret modules have also been removed. Some new ones have been created. Still need to make more.
- Some blocks aren't complete yet. You can find them in sandbox.
https://user-images.githubusercontent.com/54301439/218285355-724b5986-2d42-4ff7-843c-ad03160e034c.mp4
v26.6 - Crash Fix | v26.6
- Fix chaos turret crashes
v26.5 - Ugh, fine, I'll fix things for v140 | v26.5
- Updated to b140.
- Fixed startup crash.
- Removed Payload Propulsion Tower and Interplanetary Accelerator from research requirements.
v26.4 - Minor fixes | v26.4
- Updated to b138
- Fixed configurable mender not correctly saving repair time
- Fixed increased zoom range breaking logic cutscenes
v26.3 - b137 | v26.3
a
v26.2 - b136.1 | v26.2
- Update from BE to Alpha
- Fix minor drawing bug with Downpour rockets
v26.1 - Numerous Crash Fixes | v26.1
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
v26.0 - Sandbox Mender and Overdrive | v26.0
- Sandbox Stuff:
- Configurable Mender
- The repair time and range can be adjusted
- Configurable Overdrive
- The speed boost and range can be adjusted
- Configurable Mender
- Minor improvement to collider drawing
- Sword turrets now properly handle rebuilt swords if one somehow "dies"
v25.1 - Erekir Bug Fixes 1 | v25.1
hahaha pain
- Sword turrets now have an attack indicator.
- Better core link power checking.
- Minor code cleanup here and there.
- Bug Fixes
- A few null checks here and there.
- Fixed m-IV-nigun shooting patterns
- ~~I, uh, don't want to talk about it.~~
- Fixed minor graphical bug with miniguns
v25.0 - Port to Erekir | v25.0
PM has been ported to Erekir!
- Removed some stuff
- Transport drone system - Was a mess, Anuke's in vanilla is much cleaner. May make new one later.
- Firestorm - ~~I didn't want to bother porting it.~~ Didn't fit in since the others were payload based.
- Popeshadow now uses region parts instead of messy draw code. (Why isn't this point rolled together with the last point?)
- Completely redid sword turrets
- Not exactly related to porting, but they do now use new features from Erekir to be a lot better.
- A bunch of other stuff due to porting that I'm too lazy to list.
Oh boy time for the bug reports to come in.
v24.1 - Minor Things | v24.1
Just gonna publish some things before working on Erekir port.
- Ballistic missile animation looks better
- Optimize Popeshadow draw code
- Optimize the loading of Arbalest and Sergeant
- Optimize minigun spin-up/spin-down/reload
- Miniguns no longer have horrendous overlapping shadows
- Fix #19
v24.0 - Modular Turret | v24.0
- Mod rename
- The name has been changed to "Progression Ministry." At least it sounds a bit more sensible than "Progressed Materials" and still keeps the acronym of PM.
- Modular Turrets
- Large bases, customize what you want to put in it by constructing modules.
- 3 Tiers
- Council - 5x5: 8 small + 1 medium
- Congress - 7x7: 8 small + 4 medium + 1 large
- Pantheon - 9x9: 16 small + 5 medium + 4 large
- 18 different modules
- I am too lazy to list them
- Eruptor Rework
- They draw a line instead of moving an area around, so that they create less of a fire hazard as well as are more balanced.
- As a result, Inferno was removed.
- (I cut this so perfectly you can't tell it doesn't loop unless you look closely at Blaze to the right.)
- They draw a line instead of moving an area around, so that they create less of a fire hazard as well as are more balanced.
- Other things
- Hydroconveyor resprite: It looks a ton better now.
- Miniguns now have smooth animation.
- Apotheosis now homes based on distance to the beam position
- Some more funi with the fart setting. :)))
- Bug fixes:
- Various issues of missing stats in the information of some turrets.
- Sandbox nuke did not violently explode when destroyed.
- Hydroconveyor resprite: It looks a ton better now.
v23.7 - Fix a Bug | v23.7
hahaha nothing major nothing major at all
v23.6 - Make enabling the Everything Gun and God Unit an option. | v23.6
Save on some data, since those can use a lot, especially with many mods enabled.
When disabled, they will not appear in the build menu or core database, and will also show this message if you saved them somewhere in your world before disabling.
v23.5 - How are there still more crashes with my drones wtf | v23.5
M o r e n u l l c h e c k s
v23.4 - Liquid Drone Station Improvement | v23.4
Liquid Drone Station will now dump out all their liquid instead of the vanilla "balance liquid amount" thing.
https://user-images.githubusercontent.com/54301439/150849171-5d980f11-1bfa-4d5a-9f32-158a49975814.mp4
v23.3 - Quick Crash Fix (Payload Crafter) | v23.3
Ah yes, null issues.
v23.2 - Sentinel Resprite | v23.2
v23.1 - I definitely didn't break Payload Crafter stat display, nope not at all | v23.1
You saw nothing
Go look at https://github.com/MEEPofFaith/prog-mats-java/releases/tag/v23.0 instead.
v23.0 - Random Stuff | v23.0
- Zones:
- Affect units in an area
- Rejuvenation Beacon: AOE heal
- Speed Zone: AOE movement/reload speed boost
- Strength Emitter: AOD damage boost
- ~~Wait aren't these just unit abilities in blocks?~~
- Smart Drill:
- Pick what ore to drill
- Totally original idea, yea totally
- Collider completely reworked:
- Name change: "Collider" -> "Mindron Collider" (The original name from a year ago was "Large Mindron Collider")
- Smaller: 5x5 -> 3x3 (No, I will not make a large variant.)
- Needs to warm up like an Impact Reactor
- Adjusted inputs and outputs
- Now also needs cryofluid
- New animation
- Crafts much faster because of the new animation
- Incendiary Rocket now needs slag to be built.