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Forge of the Gods #225

Merged
merged 176 commits into from
Mar 11, 2024
Merged

Forge of the Gods #225

merged 176 commits into from
Mar 11, 2024

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GDCloudstrike
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@GDCloudstrike GDCloudstrike commented Jun 24, 2023

UPDATE: boubou told me to get this merged, which is why I have undrafted this now. There is still work to be done, that will happen in a new PR if this gets merged.
image

Doc: https://docs.google.com/document/d/1Lpt73uBFvdEvF_Wx0dfHodfxW4zCSyxlcRwd9XUhH-A/edit?usp=sharing
Disclaimer: heavily WIP, any opinions on this would be much appreciated

This PR adds the forge of gods, a new multiblock akin to the starforge Nidavellir seen in the marvel universe, using a neutron star as a heat source to smelt metals at astonishing rates.

The primary purposes of this multiblock are solving the blast furnace spam at late-endgame and adding a base for the next circuit line featuring exotic forms of matter. This multi will be tiered at UIV tier to add more content to said tier and because it makes sense thematically.

Featuring multiple space elevator-esque modules that can do regular mass smelting, smelting into fluids, creating plasmas directly from materials and superheating and oblitterating matter into its most basic building blocks using wireless energy directly.

Furthermore this multi is planned to feature unique mechanics regarding heat bonuses, overclocks (?) and general upgrades to the multi (interactive upgrade tree).

The multi will also feature a custom renderer for the neutron star in the middle of the structure and rotating rings (if possible).

The currently available and fully functional modules of the multiblock are (names are preliminary):

  • The Smelting module, smelts things like the mebf would, just with more parallel
  • The Molten module, does ebf recipes, but returns molten materials instead of ingots/hot ingots
  • The Plasma module, creates plasmas directly by heating up base materials at the expense of a lot of power (dust->plasma or fluid->plasma)

Image of the current structure
image

Non-exhaustive list of what still needs doing:

  • Add functionality for the exotic matter module
  • Finalize structure
  • QoL features for modules (input separation, batch mode, etc.)
  • Heat bonus and OC mechanics
  • Controller mechanics (upgrade tree, modifiers to the star and such)
  • Rendering
  • Recipes and balancing
  • Textures for new blocks

@GDCloudstrike GDCloudstrike marked this pull request as ready for review March 11, 2024 01:59
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@BlueWeabo BlueWeabo left a comment

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You do not need to address these in this PR if you want to get it merged, but would be good to do them in the next one.

Comment on lines +22 to +45
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, -1.0F, 0.0F);
renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, side);
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 0.0F, -1.0F);
renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, side);
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 0.0F, 1.0F);
renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, side);
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(-1.0F, 0.0F, 0.0F);
renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, side);
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(1.0F, 0.0F, 0.0F);
renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, side);
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 1.0F, 0.0F);
renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, side);
tessellator.draw();
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I think it would be better to draw once instead of multiple times here.. You can get the uvMin/Max from the icon texture.

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Will deal with this later

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Everything else is fine by me

@boubou19 boubou19 merged commit b03e638 into master Mar 11, 2024
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@boubou19 boubou19 deleted the GodForge branch March 11, 2024 23:19
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6 participants