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TDMeka Changelog

Mit BuildUp ausgelieferte Version: 2.6.0

2.6.0 · 2.5.0 · 2.4.0 · 2.3.0 · 2.2.3 · 2.2.2 · 2.2.1 · 2.2.0 · 2.1.1 · 2.1.0 · 2.0.0 · 1.4.2 · 1.4.1 · 1.4.0 · 1.3.1 · 1.3.0 · 1.2.1 · 1.2.0 · 1.1.0 · 1.0.9 · 1.0.8 · 1.0.7 · 1.0.6 · 1.0.5 · 1.0.4 · 1.0.3 · 1.0.2 · 1.0.1 · 1.0.0

2.6.0​

  • Round positive upgraded machine energy consumption up to the next Joule instead of truncating small costs to zero. Intentionally free recipes remain free.

2.5.0​

  • Require and build against NeoForge 21.1.256 or later so the isolated test runtime can load the current AE2 dependency.

2.4.0​

  • Require energy for every accelerated Formulaic Assemblicator craft, including the first sub-tick speed threshold. Respect queued redstone pulses and stop when energy or output space runs out.
  • Run accelerated Mekanism pump and plenisher work without repeating their entire machine tick or inventory handling. Keep pump output emission to one pass per tick.
  • Apply server PvP and scoreboard friendly-fire rules to turret player targets even when the owner is offline or in another dimension; reject player damage when ownership cannot be resolved.
  • Synchronize live Process Analyzer readings and planning settings from the server, including changing solar counts, without requiring the machine GUI to be opened first.
  • Apply Infinite Interception visibility protection to the observed wearer and run mob healing and effects only on the server.
  • Recheck Setup Card permissions after interaction callbacks before changing a machine.
  • Require the tested Mekanism registry API fork 10.14.0 or later. Remove TDMeka's redundant direct TDLibrary dependency; Mekanism still requires the library.
  • Fix translation validation for dynamically assembled Setup Card messages and include the language check in build verification.

2.3.0​

  • Consolidate TDMeka code and assets under All Rights Reserved with the authors' separately confirmed permission. Retain source attribution and remove superseded license texts from the distribution.

  • Add an editable default upgrade profile to the Upgrade Setup Card, including registered addon upgrades. Apply the supported parts across machine types, cap quantities at each target's limits, and retain exact matching with excess upgrades returned to the inventory.

  • Add a two-corner area mode with a selection outline and incremental server-side processing. Report changed, matching, skipped, and failed targets; honor machine security and interaction protection without loading chunks.

  • Let the Setup Card obtain missing upgrades from an optionally linked AE2 network within wireless range, using network power. Reserve materials before changing a machine and return extracted items if a network request falls short. Show saved quantities, exact shortages, and separate return-space errors.

  • Add the Large Gauge Dropper with capacity for 2,147,483,647 mB of fluid or 9,223,372,036,854,775,807 mB of chemicals. It uses Mekanism's normal gauge controls, stored-content display, and sneak-use clearing. Find it in the Mekanism creative tab or by command; modpacks can supply their own recipe.

2.2.3​

  • Consolidate configuration into config/tdmeka-common.toml, config/tdmeka-client.toml, and config/tdmeka-server.toml. Read the upgrade limit from the common file before mixins load and synchronize turret settings from the server. Copy legacy settings on startup without deleting old files or overwriting existing new settings; refresh turret tier references when server settings are synchronized or reloaded.

2.2.2​

  • Fix world loading failing with an upgrade-registry datapack error by using Mekanism's supported lime color name for the Energy Upgrade. Preserve its original color and the 32-upgrade limit.

2.2.1​

  • Fix the client startup crash with Mekanism: Generators caused by the Fusion Reactor Ponder renderer shadowing an inherited method. Use Mekanism's renderer superclass to retain its normal render-buffer handling.

2.2.0​

  • Restore multiple recipe operations per tick at high speed-upgrade counts with the Mekanism fork's fractional tick API. Keep existing speed, energy, and special-machine scaling.
  • Use upgrade-support tags for Infusion Conversion Speed Upgrades, including Evolved Mekanism's Infusing Factories, and public active-state methods for Ponder animations. Retain existing upgrades and remove redundant calculation and rendering hooks.
  • Remove the load-time bytecode bridge for Evolved Mekanism and MoreMachine. Their dedicated forks now use the registry-based Mekanism API directly. Retain legacy Upgrade Setup Card names and historical pack upgrade data.
  • Move radioactive and solar registry definitions and item lookup to Evolved Mekanism while preserving their saved IDs. Building TDMeka no longer requires the old addon JARs or coremod transformer libraries.

2.1.1​

  • Remove runtime version upper limits for Mekanism, Mekanism: Generators, NeoForge, and GeckoLib so newer releases are not rejected by dependency metadata. Retain their minimum versions and the Minecraft 1.21.1 target.

2.1.0​

  • Run the existing Evolved Mekanism and Mekanism: MoreMachine addons with the registry-based Mekanism fork through TDMeka's load-time Upgrade API bridge. Keep the addon JARs unchanged, replace Evolved's obsolete enum extension with registry-backed radioactive and solar upgrades, and adapt its tiered solar generator to the fork's production API.
  • Preserve radioactive and solar upgrade items, limits, descriptions, and Setup Card entries. Read the former TDMeka 1.4.x plus Evolved upgrade indices from copied in-memory data; other unknown indices remain rejected. Addon machines retain the coordinated global tick path.
  • Verify the bridge against dynamically resolved installed addon JARs, including NeoForge's actual class loader and Coremod sandbox. Full client/server and existing-world acceptance still require a manual restart and gameplay tests.

2.0.0​

  • Require the registry-based Mekanism fork instead of the original enum-based Upgrade API. Use stable registry keys and datapack definitions for upgrades; retain configured speed/energy limits, the Digital Miner limit, Setup Card exchanges, upgrade descriptions, and Jade counts. Read existing unnamespaced Setup Card entries and migrate TDMeka's old Infusion Upgrade index without changing its item or upgrade ID. Preserve custom upgrade inputs in dropped-item attachments.
  • Build and test against the dynamically resolved core and Generators JARs produced by the configured Mekanism source build. TDLibrary and other external inputs still come from the configured instance. The installed Evolved Mekanism needs its own registry API port and is excluded from this verification runtime.
  • Remove the Mekanism network and transporter-search integration from this addon. The modified Mekanism now owns its search preparation, invalidation, thread ownership, and Tessellate region integration; running TDMeka no longer installs duplicate network hooks or rejects region-worker machine ticks. TDLibrary remains a separate shared computation dependency.

1.4.2​

  • Prevent disconnects during teleportation and client chunk unloading by excluding client transporter networks from server-side search invalidation. Keep server-thread ownership checks for server networks.

1.4.1​

  • Avoid repeated topology snapshots while the same transporter search is still running. Remember searches that exceed the worker plan budget in the bounded result cache, and retry them when their topology or costs change instead of repeatedly occupying the shared compute pool.
  • Prepare item-transporter search expansions, costs, and reconstructed candidate paths on TDLibrary workers using detached topology. Keep destination checks, item reservations, route selection, and transfers in Mekanism on the server thread; missing, obsolete, failed, or capacity-limited work falls back immediately to the original search.
  • Discard prepared searches when networks change, merge, split, unload, or are replaced, and when the server session ends. Continue from the reached search state if a destination callback changes topology or costs, without repeating inventory probes.
  • Report adopted worker expansions and actually used worker paths at server stop so that gameplay acceptance can distinguish prepared work from used results.
  • Check server-thread ownership at network management, shared Entangloporter frequency, buffer, persistence, and machine entry points. Keep energy, fluid, chemical, heat, and item quantities and existing machine operation rates unchanged.
  • Require TDLibrary 0.10.0 or later and NeoForge 21.1.250 or later. Tessellate remains unnecessary, and QIO receives no parallel integration.

1.4.0​

  • Run Emergency Rescue and overload recovery only on the server, and report the rescue even when it consumes the final Emergency Rescue Unit.
  • Require an active shield controller and remaining protection points for drowning and suffocation protection. Route larger environmental hits through normal shield absorption.
  • Cap Automatic Attack energy costs safely when very high configured values would overflow, preserving explicitly free attacks configured with zero cost.
  • Add item-conservation and rejection tests for Upgrade Setup Card exchanges, including full inventories and pending upgrade output.
  • Respect NeoForge's normal player attack hook before automatic attacks, so canceled attacks neither deal damage nor consume module energy. Keep hostile, neutral, and other creature targeting switches independent.
  • Refill completely empty MekaSuit energy containers and perform infinite energy supply only on the server.
  • Add the missing offhand option to the Infinite Chemical and Fluid Supply Unit. Skip full tanks and refill existing contents directly, avoiding repeated registry searches and stopping searches once an empty tank is full.
  • Honor configured tier heights above 18 blocks when forming Thermal Evaporation Plants.
  • Avoid temporary inventory lists in the High-Speed Cooling and Infinite Chemical and Fluid Supply modules. Cooling stops searching after the first active item cooldown while preserving the extra ticks of the entire cooldown manager.
  • Refill fluids and chemicals only on the server, preventing the supply module from mutating client inventory capabilities independently.

1.3.1​

  • Prevent empty or uninitialized tiered Thermal Evaporation Controllers from causing fluid rendering errors in Ponder scenes. Respect the fluid rendering setting during virtual rendering.

1.3.0​

  • Limit Digital Miners to 20 speed upgrades, honoring lower configured limits. Apply the same limit to Upgrade Setup Cards and the upgrade window, and return existing excess upgrades through the upgrade output slot when space is available.
  • Apply current turret targeting rules to projectile hits, protecting excluded players and creatures even when they cross a laser's path. Use exact tick intervals for primary and Ultimate follow-up shots, and resolve the entity blacklist once per configuration load or reload instead of on every target check.
  • Add Basic, Advanced, Elite, and Ultimate Laser Turrets with directional mounting, configurable targeting, Mekanism security, speed/energy/muffling upgrades, and animated models. Validate targeting changes against the player's open menu and machine access on the server.
  • Keep both Ultimate shots tied to the machine's server ticks, including singleplayer, and require a valid visible target and sufficient energy for each shot. Protect the turret owner, preserve trusted-player controls, and detect projectile hits along their movement path.
  • Update comparator output when turret targeting changes and avoid redundant animation-data traffic while idle or aiming at a stationary target.
  • Preserve turret energy, inventory, upgrades, security, and targeting settings when picking up or upgrading the machine. Register item containers for safe inventory and ME-system inspection.
  • Add powered Electric Fences using Mekanism energy storage, server-side contact damage, saved energy, and balanced transfers between loaded neighboring fence blocks.
  • Add 15 optional Mekanism Ponder tutorials, with English and German text, for tanks, evaporation, induction storage, boilers, SPS, and Generators' turbines and reactors. Limit rendering adaptations to the Ponder client integration and avoid duplicate standard tutorials when Mekanism: Ponders is installed.
  • Require GeckoLib 4 for turret rendering, add turret gameplay configuration, and retain optional Ponder and Mekanism: Generators support without bundling dependency JARs.

1.2.1​

  • Allow the Upgrade Setup Card to apply saved setups across machine types. Skip upgrades unsupported by the target instead of rejecting the entire setup, while matching supported upgrade counts using real inventory items.
  • Correct the infusion upgrade to increase item conversion speed instead of infusion yield. Each of up to eight upgrades allows one additional item conversion per tick, up to nine, with normal item consumption and infusion output per conversion. Conversions stop when input runs out or the next conversion cannot fit in the tank.
  • Rename the upgrade to Infusion Conversion Speed Upgrade while retaining its existing item and saved upgrade IDs. Chemical transfers and other machine types remain unchanged.

1.2.0​

  • Add an Infusion Yield Upgrade for Metallurgic Infusers and Infusing Factories. Each of up to eight upgrades adds 100% of the recipe's base infusion amount when converting items, for a maximum of 9x. Chemical transfers and other machines are unchanged.

1.1.0​

  • Use TDLibrary's shared build dependency discovery and embedded Ponder extraction, retaining explicit failures for missing or ambiguous installed mod JARs. TDLibrary source is required for builds, but its mod JAR remains unnecessary at runtime for TDMeka.

1.0.9​

  • Remove MultiBuilder Tool support and its bundled Thermal Evaporation Plant templates. Plant layouts and manually built structures remain unchanged.

1.0.8​

  • Charge the full configured energy cost for MekaSuit shield recovery and last-stand protection across equipped shield modules, including rounding remainders.
  • Require an enabled Energy Shield Unit and helmet shield controller for last-stand protection; ordinary or disabled MekaSuit modules no longer provide free rescues.
  • Require the configured last-stand energy payment even when shield protection points remain after an otherwise lethal hit.
  • Consume Emergency Rescue Units when an installed Advanced Interception System Unit is disabled.
  • Correct the Process Analyzer's Brine temperature and production limits in warm and cold biomes while retaining biome-dependent heat losses.
  • Validate existing upgrade configuration files before applying the supported 8 to 32 upgrade limit.
  • Run Automatic Attack damage and energy consumption only on the server.

1.0.7​

  • Keep Jade upgrade icons and counts inside the tooltip by wrapping long upgrade lists into measured rows, and show the registered icons for upgrades from Mekanism addons.

1.0.6​

  • Move upgrade setup copying and applying to card clicks, matching Mekanism's configuration-card controls instead of opening a menu.
  • Separate the read-only machine analyzer from the setup card and show its machine data in a compact, readable view.

1.0.5​

  • Correct the top layer of all large Thermal Evaporation Plant MultiBuilder templates so the built towers can form.

1.0.4​

  • Make the Machine Setup Card open directly on Mekanism machines and explain its upgrade copy and apply actions.
  • Show readable machine and upgrade names in separate panels, and keep pump diagnostics and Brine planning visible without clipped text.

1.0.3​

  • Delay MekaSuit shield entropy recovery for five seconds after absorbing damage.

1.0.2​

  • Add maximum-height 9x18x9 MultiBuilder Tool templates for every large Thermal Evaporation Plant tier.
  • Add a Machine Analyzer with safe upgrade presets, TDMeka pump diagnostics, and configuration-aware Brine heat planning for Thermal Evaporation Plants.

1.0.1​

  • Add missing English Ponder text and complete German translations for evaporation plants, upgrades, and advancements.
  • Fix the Digital Miner stopping at 15 to 17 speed upgrades and undercounting later operations.

1.0.0​

  • Add Basic, Advanced, Elite, and Ultimate electric pumps.
  • Integrate Mekanism energy, fluid, inventory, upgrade, GUI, and item-container systems.
  • Add independent tier recipes that do not require a lower-tier TDMeka pump.
  • Allow up to 32 speed and energy upgrades with multiple operations per tick.
  • Add a Trash Cube for items, fluids, chemicals, and energy with an optional radioactive upgrade.
  • Add tiered Thermal Evaporation Plants, including tiers exposed by Evolved Mekanism.
  • Show the upgrades installed in a Mekanism machine in the Jade tooltip when Jade is present.
  • Explain the Trash Cube's trash and upgrade slots with in-GUI tooltips and a description tooltip on the Radioactive Upgrade.
  • Send shift-clicked Radioactive Upgrades to the upgrade slot instead of the trash slot; pipes still void them.
  • Remove the compact evaporator variant.
  • Ship the maximum Thermal Evaporation Plant layout for the MultiBuilder Tool.
  • Add a Ponder scene for the large Thermal Evaporation Plant layout when Create's Ponder is installed.
  • Add fourteen extra MekaSuit modules: health regeneration, emergency rescue, advanced rescue, insulated, energy shield, energy shield controller, automatic attack, power enhancement, high speed cooling, quantum reconstruction, HP boost, and three creative supply and interception units.

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