xnet-1.1.3.jar
on Jan 26, 20231.1.3:
- Removed some log spam
- Fixed a problem when adding a single connector to a router without that connector being connected to anything
- Nikolaj Raspopov added Russian translation
- Fixed a crash on 1.10.2 in when insert items with a count limitation in some situations
- Fixed a potential threading race issue in the renderer
xnet-1.1.2.jar
on Jan 26, 20231.1.2:
- Fixed a routing bug with routers that were not part of a routing network (i.e. a single router that connects multiple local networks). They would not be able to connect channels locally
- Fixed a power duplication exploit in some specific setups
- Fixed ore dictionary matching for items
- Fixes to finally get the tooltip names of cables and connectors right in 1.10 too
- Changed the color of a published remote channel green because red is usually associated with an error
- Requires McJtyLib 2.3.11
- Requires CompatLayer 0.2.5
xnet-1.1.0.jar
on Jan 26, 20231.1.0:
- Item and fluid distribution is now very precise in combination with the minimum/maximum settings for a connector. Previously XNet would allow an insertion or extraction to happen if the condition was met. For example, say you specified to keep 1000mb in a tank while extracting. At some point the tank contains 1500mb and you are extracting 1000mb. That extraction would succeed because there is more then 1000mb in the tank and it would extract 1000mb which leaves only 500mb instead of the expected 1000mb. This is now changed. In this situation it will only extract 500mb and keep exactly 1000mb in the tank. Same for items and also for insertion. This allows for more precise amount management but it is a behaviour change. So if you depend on the old behaviour you will have to change things a bit.
- The connector will now update the network if an adjacent block is placed that wasn't there before. That means that if you place a new block next to a connector it should now always show correctly in the list of blocks in the controller GUI.
- New pulse mode for redstone control. This mode will let the connector do exactly one operation when a pulse is received. This way you can very precisely insert individual items in blocks (for example) whenever a redstone pulse is received. Note that when you have operations that are timed slow (i.e. 200 ticks between every operation for example) multiple redstone pulses in the idle time will still count as one pulse.
xnet-1.0.1.jar
on Jan 26, 20231.0.1:
- Maximum RF/rate for normal and advanced connectors (10000 RF/t for normal and 100000 RF/t for advanced)
- Better tooltips for the gui. Also note the maximum number of RF/t in the 'rate' field
xnet-1.0.0.jar
on Jan 26, 20231.0.0:
- Fixed a bug with priority mode for liquids and items
xnet-0.3.0beta.jar
on Jan 26, 20230.3.0beta:
- Added a manual for XNet containing all the info you need (almost)
- Connector ends are now also capped off on the inside. That means that when you (for example) connect to a block that is smaller then the standard 1x1x1 size the connector will now have a proper end
- Made cable items models (while in inventory) smaller so that they are easier to distinguish from the connector models
- Connecting sensor channels through a router was making the sensor work twice (or as many times as there was a connected channel). Note that publishing a logic channel on the network currently is not useful because the colors are not (yet) propagated to the other networks
xnet-0.2.0beta.jar
on Jan 26, 20230.2.0beta:
- Controllers will now only inherit their color from connectors. Not from cables
- New router:
- A router can manage maximum 32 published channels
- You can have several 'local networks' connected to a router. Every network is still restricted to 8 channels
- You can publish a channel on a local network (one connected directly to a router) by giving it a name in the channel GUI. There can be maximum 32 such published names on a single routing network
- A single router is as such useful as it can connect maximum six different local networks.
- You can also connect multiple routers using 'routing cable' and 'routing connectors'
- From the routing gui you can see the published remote channels but you cannot interact with them from there
- Published channels of the same name and type connected to a routing network can interact. The local controller will still manage extraction of item, liquid, fluids from the local network but it can now also distribute to connectors located in other networks (through the router)
- For now routers don't require power. This may change
- Fixed a few bugs in how networks keep track of changes
- A facade will no longer attempt to mimic a facade
- Multiple controllers on a same local network will now shut down the network and make the controllers turn red
- Added more The One Probe information on various things in the XNet system
- Better localization for colored cables, connectors, and such
xnet-0.1.2beta.jar
on Jan 26, 20230.1.2beta:
- Fixed a bug with advanced connectors and fluid and item conduits when using them to insert from another side. It would try to insert in the original side anyway and if that failed the items or fluids would be lost
- Fixed a bug where connectors would not visually connect to machines that support Forge Energy but not RF
- Fixed a null pointer exception when some a field was cleared in the gui
- Made some input fields slightly larger for better input
xnet-0.1.1beta.jar
on Jan 26, 20230.1.1beta:
- Fixed a bug where setting a color output in a sensor would also set the color for enabling the sensor itself. This made is impossible to use sensors
xnet-0.1.0beta.jar
on Jan 26, 20230.1.0beta:
- First beta release of XNet
- Several issues with regards to networking fixed. So breaking/placing new cables and connectors should now work nicely and update the network in all cases (unless there are other bugs)
- New fluid channel for manipulating fluids
- New logic channel:
- A logic channel can contain several sensors.
- A sensor can detect redstone level, energy, items, and fluids and do things based on the amounts
- You can also look for specific items or fluids using a filter slot
- Per connector you can have four sensors
- A sensor can output a 'color' when it is active. There are seven colors (black is disabled). This color is enabled for the entire network (attached to the controller)
- Multiple sensors can output the same color. A color is active in a network as long as there is at least one sensor enabling that color
- All other connectors can now be enabled/disabled based on four of these colors. All non-black colors selected in a connector have to be enabled for the connector to work. This includes sensors
- Connectors shut themselves down if the chunk they are in is not loaded
- There are now four different types of cables (four colors) and connectors. This allows you to place adjacent cables without unwanted interaction
- The network controller will adapt its color to 'one' of the attached colors and will remember that
- The facade is more robust and will not crash if the model it tries to mimic cannot be rendered like that (e.g. brewing stand)
- The controller will now consume energy. There are three settings:
- Constant power drain no matter what: this is set to 0 by default
- Constant power drain for every enabled channel: this is set to 1 by default
- A power drain per 'operation' (item, energy, fluid move): this is set to 2 by default
- A connector that has no actual connections is now rendered darker so that it is easier to see when it is part of a big cable
- Fixed a bug in item routing which would cause it to stop sending items if it encountered an item in the source inventory for which there was no room
xnet-0.0.2alpha.jar
on Jan 26, 20230.0.2alpha:
- Advanced connectors work. They can store more energy (and thus allow for faster transfer), can transfer items faster (double speed) and also allow for connections to other sides then the one you are really connecting too
- Redstone control for connectors work (i.e. you can disable/enable a connector with redstone)
- New facade system. Right click a facade block on a solid block to mimic that texture. Then rightclick/sneak rightclick with that facade on a cable or connector to hide it. Doesn't yet work for all blocks!
- Raytracing for cables and connectors is now accurate. i.e. they are no longer 'full block' when trying to break them
- Fixed a stability bug in the networking code. Breaking and removing cable segments should now work more reliably
xnet-0.0.1alpha.jar
on Jan 26, 20230.0.1alpha:
- First alpha release. Very early
- Needs McJtyLib 2.3.8
- See the description for known issues and what is missing