Changelog 0.8¶
Warning
0.8 is currently in alpha. Any implementation or function can change before we hit beta! We will post any changes for the upcoming patches here and on our discord. Any feedback is welcome! The more, the better. Report any issues on GitHub. Feel free to put a comment below this page if you found any issues with the changelog.
Table of Contents¶
First of all¶
Firstly, big thanks to @zyxkad and all the other contributors and team members who worked on this release!
Also a huge thanks to @Ridanisaurus rid for the new textures!
Thanks @cyberbit and other community members keep giving feedback for our developing versions.
Video¶
No need to read if you don't want to, you can watch this video when we finally release it
ETA: In the future
In the meantime, feel free to watch the 0.7r changelog.
Features¶
Fresh New Smart glasses¶
We have been working on our new smart glasses for a while now. Since we disabled the old AR goggles and controller due to some issues, we got constant feedback and requests to bring them back. And we finally did.
The smart glasses are like a pocket computer but with an inventory. They offer 5 peripheral slots and 6 slots for modules. You can insert any peripheral that would also work as a pocket upgrade.
View here¶
We currently offer 4 modules.
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Overlay Module¶
This is the module that actually allows the player to render anything. We currently implemented 2D rendering and 3D rendering. The logic is different from with the old AR glasses. Instead of rendering something and clearing when you want to change it, we created objects.
So instead of creating, clearing, and doing that a dozen times a frame, you create an object and don't touch it until you need to change something. But instead of deleting the object and recreating it, which in the end results in some nasty flickering, you can change attributes of that object. That attribute gets sent to the client and applied to the object without removing it first. This allows for smoother animations, UI, and interactions.View here¶
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Keyboard¶
While the keyboard has its own logic and use case, it can also be used as a module. This basically allows anyone to create their own UIs. Forwarding any keystrokes and mouse movements to the glasses.
View here¶
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Hotkey Module¶
This module is the primitive younger brother of the keyboard module. It fires an event when the keybind that is set in the controls setting gets pressed.
View here¶
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Night Vision¶
Just a small night vision upgrade for your eyes. Adjustable via lua.
View here¶
New Integrations¶
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AE2 P2P Tunnel¶
We now offer an integration between the AE2 P2P System and CC's networking!View here¶
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Dimensional Chest¶
You can now manage your Dimensional Chest. This allows you to change channels or retrieve information about the owner
No Page yet¶
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Inventory Manager Curios¶
The Inventory Manager now supports Curios Slots.
View here¶
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Any create block with filter behavior¶
We now integrate with every block that implements the create filter behavior. You can now set and read filters!
##### [Page Upcoming](../integrations/create/hihi.md)
New Peripherals¶
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Distance Detector¶
We added the Distance Detector that interacts with the world. You can measure distances to blocks or entities and draw a fancy laser in between.View here¶
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Fluid Detector¶
This peripheral is just like the energy detector. A valve to control and measure the flow of fluids!
View here¶
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Gas Detector¶
Basically what you've read above, but with chemicals from mekanism.
View here¶
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Smart Rail¶
Basically a combination of the detector rail, activator rail and powered rail in one and controllable.
View here¶
New Turtles Upgrades¶
We added some interesting, cursed new turtle upgrades.
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Saddle Turtle¶
This new turtle allows you to capture any entity or, even more exciting, players on it. You can also ride it like a horse with the events!View here¶
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Portal Crossing end automata¶
Not a new turtle upgrade, but worth mentioning. You can now move with any turtle through portals of any kind.
View here¶
Breaking Changes and Improvements¶
Peripheral Name Change¶
We are now using snake_case for our peripheral names instead of camelCase. We know that this will result in broken scripts, but we wanted to adapt to the convention of CC's peripheral naming.
New Disabled Peripherals Logic¶
Peripherals that got disabled in the configuration got reworked. Now, instead of returning nil when trying to wrap a peripheral, the wrapped peripheral will only return one function called peripheralDisabled. But instead of checking what this function will return, we just check if this function exists.
See this Page for more details
Renames and New Table Structures¶
A lot of table structures and function names got changed. We recommend reading through the relevant pages of the peripherals you use. The best example is, that we unified the functionality of the ME and RS Bridge.
Unified import/export functions and changed directions¶
We unified the import/export functions. So instead of having different functions for different targets, like with importItemFromPeripheral and importItem. You can now use importItem for both.
For directions, by default, every resource moving function with a target inventory tries to export to a peripheral like minecraft:chest_1 if you want to use cardinal (north, south...) or relative (right, left...) directions, you need to place an @ before.
Example: importItem("@north") or importItem("@right") or importItem("minecraft:chest_1").
Chat Box adjustment¶
We removed the xToPlayer functions. Instead, you can now pass player = "Queen" into the options table of the functions.
Fingerprints got removed¶
The "old" fingerprints got removed; we now use CC:T's nbtHash for better compatibility between CC:T peripherals and ours.
So every fingerprint table key got changed to nbt