Added new way of adding CAD models and the way they are registered(Williewillus)
Added tags for some of our materials(Hubry & Kamefrede)
Added: Trick Night Vision(Kamefrede)
Atlased all the pieces, greatly improving performance(Williewillus)
Better spell sharing features(Warning when you try to import from newer versions or when the spell contains pieces from other mods which are not currently present; Screenshots now indicate which additional mods are needed)(Kamefrede)
Blocks and items got retextured(Saiko-Chan)
Changed block sequence tricks to be N-Blockspaces now(Kamefrede)
Changed CAD base mining level to diamond(Kamefrede)
Conjured blocks and lights now color beacons(Kamefrede)
Convert custom recipe types to Serializers(Hubry)
Dependency on ARL was removed(Williewillus & Kamefrede)
Fix arm swinging when using CAD(Kamefrede)
Fixed CAD being able to be harvest blocks that require specialized tools(BlueAgent)
Fixed CAD lighting on GUIs(Kamefrede)
Fixed Charge spell bullets visually acting as Grenade bullets(Kamefrede)
Fixed Exosuit Controller in offhand being able to open radial menu but not selecting items(Dudblockman)
Fixed Eye of Ender not being counted as a projectile(Kamefrede)
Fixed Integer Divide resulting in incorrect values when value exceeds a 32-bit integer(Dudblockman)
Fixed a bug where Nearby Selectors could lag out the server(Dudblockman)
Fixed a vazkii misspelling of Trigonometry(Kamefrede)
Fixed a zh_tw translation error(Kamefrede)
Fixed an issue regarding Selector: Block Broken(Kamefrede)
Fixed blocks that would instant break not breaking(BlueAgent)
Fixed bug where CAD couldn't harvest materials with no harvest tool(BlueAgent)
Fixed connectors sometimes forgetting they are connected(Kamefrede)
Fixed memory leak in the armor code(Kamefrede)
Fixed not being able to select negative numbers in the search bar(Kamefrede)
Fixed pressing enter on a spell programmer with no search results crashing(Kamefrede)
Fixed rare NullPointerExceptions with a Spell circle(Kamefrede)
Fixed shaders(Kamefrede)
Fixed some pieces not showing up in the search menu(Kamefrede)
Fixed some quirks about the sparkles and made them more lag friendly(Kamefrede)
Fixed spectator related bugs(Kamefrede)
Fixed spell grenades getting stuck on one axis(Williewillus)
Fixed using GlStateManager over glPopAttrib / glPushAttrib(UltraHex)
Made Entity Lists be deterministic(Alwinfy)
Mine bullet changes(Dudblockman)
Motion spells should be more bearable now but they aren't perfect still(Kamefrede)
Nearby Charges is now Nearby Charge Count and returns the number of nearby charges(Dudblockman)
Operator: Divide and Integer Divide now have an optional 3rd input(Kamefrede)
Operator: List Add now has the list an optional input, allowing for empty lists(Kamefrede)
Operator: Power can now take non-integer values(Kamefrede)
Projectiles now have their motion returned when getting their look(Kamefrede)
Refined programmer shape to fix lighting bugs(Williewillus)
Removed leveling in favor of a more in-depth optional tutorial(Kamefrede & Alwinfy)
Removed the level up prompt(Kamefrede)
Search is now an AND search instead of an OR search(Kamefrede)
Selectors now have an optional range and position values, defaulting to the caster's position and a radius of 32(Dudblockman & Kamefrede)
Sequence tricks have been rebalanced in cost(Kamefrede, Dudblockman & Phanta)
Small balance changes to stat values(Kamefrede)
Trick: Break Block now costs 50 psi(Kamefrede, Dudblockman & Phanta)
Trick: Break Block now drops XP and is affected by tool enchantments(BlueAgent)
Trick: Place Block now has an optional direction value(Kamefrede)
Updated zh_cn(KaedeLen)
Vector3s have more precision when being debugged(Kamefrede)
[API] Added a spell grid component and a WIP template as well as a Spell Piece processor and a Spell Piece Template(Hubry)
[API] Added helpers to aid addon developers in making spellpieces(Kamefrede)
[API] Infusion crafting is now JSON based, meaning new recipes can be added and tweaked(Hubry)
[API] Migrated old wrapper interfaces to capabilities(Hubry)
[API]Added a parameter type to SpellParams(Williewillus)
[API]Added cancellable events for drawing of HUD elements(Kamefrede)
[API]Made things in general be more null-safe(Williewillus)
[API]Replace SpellPiece.Null with java.lang.Void(Williewillus)
Fixed the crash I tried to fix in 25 but actually didn't fix it. Let's hope the changelog for 27 isn't a copy of this one, it only happens after the mod is built.
A Vector Ruler without a defined vector with both source and destination will now convert the coordinates of the source into a vector instead of returning (0, 0, 0).
Added a coordinate indicator to the Programmer GUI.
Added a recipe to swap a CAD's colorizer by crafting it with the CAD. (yrsegal)
Added a Secondary Operators group. The group includes: Square, Cube, Power, Square Root, Logarithm, Ceiling, Floor, Round and Constant: e.
Added armor slots to the CAD Assembler.
Added Detection & Dynamism pieces. Selectors for a block's existance or solidity, and the amount of items in an inventory stack. Also a trick to change which slot is used by block placing tricks.
Added keybinds to upload a screenshot of a spell to imgur (Ctrl-Shift-Alt-G) and to share it on reddit (Ctrl-Shift-Alt-R).
Added Memory Management pieces that allow for spells to store presistant data in the CAD.
Added Selector: Eidos Changelog, which lets you get the position the caster was X ticks ago.
Added the ability to add comments to spell pieces by using Ctrl-D.
Added the ability to view a spell piece's tooltip without hovering over it by using Alt.
Bosses are now immune to spells.
Buffed the stats of T2 and T3 CAD Cores.
Fixed spell stats being able to be overflowed twice to create ridiculously powerful spells that cost virtually nothing.
Fixed the Programmer GUI not registering keys being held down (like backspace). (yrsegal)
Fixed the Psi bar spazzing out if you have a spell in your exosuit leggings.
Fixed tools not being able to break some things they should. (yrsegal)
Fixed Trick: Smelt Item being able to dupe items if multiple are used in one cast. (yrsegal)
Increased level cap to 28. The player's Psi energy is still capped at 5000, so there's a "soft cap" of 25. When you reach that level you get a message telling you about it.
Made Add Motion a bit more expensive, because people keep finding exploits with it.
Moved Min/Max operators to the new Secondary Operators group.
Optimized spell JSON output. Exported spell JSON is now a lot smaller. Old ones will still work, but the new format won't work on older versions. (comparison)
Runtime spell errors now come with information on where the error happened in the spell.
Trick: Add Motion now needs to propel you upwards to negate fall damage again. Basically the same as before.
Added the ability search for "_(name)" or "(name)_" on the Spell Programmer to find pieces that end with or begin with the name, respectively.
Added the Vector Ruler and "Selector: Ruler Vector", it allows you to define vectors in world. Check out the new (last) paragraph of Alternative Casting, because I couldn't find a better place to sneak it in.
Fixed a crash if you go below Y=0 or above Y=255.
Fixed Block Conjuration tricks using seconds instead of ticks.
Fixed Trick: Move Block being able to move Bedrock.
Fixed Trick: Smelt Item eating up items.
Rebalanced the stats for Trick: Smelt Item.
The Backspace key can now be used instead of the Delete key on the Spell Programmer.
The piece you have selected in the programmer GUI will now show up at the top.
Added Flow Control pieces: Sleep, Die, Evaluate, Sneak Status and Constant Wrapper. Also includes Min/Max operators.
Added Operator: Focused Entity, which lets you get the entity an entity is looking at.
Added Smeltery tricks: Smelt Item and Smelt Block.
Added the Psimetal Exosuit armorset, Exosuit Controller, Exosuit Sensors and the Exosuit Casting group.
Added Trignometry operators, Pi, and Dot Product.
Added two new spell bullets: Charge and Mine. Added a Spell Detonator item for the Charge Bullet.
Capped the amount of Psi you can have to 5000. If you go above level 25 you'll still have 5000. Furthermore the maximum regen you can have is 25 Psi per tick.
Fixed Break Block tricks breaking liquids.
Fixed Constant: Number pieces crashing the game if a spell is imported with invalid json.
Fixed Eidos spells messing up if you die in the middle of their execution.
Fixed null entities sometimes getting picked up by selectors somehow and crashing the game. I think.
Fixed setting the Psi Master keybind to a mouse button crashing the game in the bullet selection radial menu.
Fixed tools desyncing on levelup.
Fixed Trick: Torrent being able to place water in the nether.
Fixed tricks that place blocks not updating the inventory stacks properly in the client.
Fixed white lines in the CAD models.
Improved UX for the Spell Programmer:
Ctrl+arrow keys shifts the spell around.
Ctrl-C, Ctrl-X and Ctrl-V work as Copy/Cut/Paste.
Ctrl-Z and Ctrl-Y work as Undo/Redo.
Enter can now open the piece selection panel. If you're in the selection panel and have only one visible piece (because of searching), you can use Enter to put it in the board.
If you have the piece selection panel open, you can use Esc to close it instead of closing the whole interface.
Number keys + arrow keys let you change the values of spell parameters using your keyboard. Double tap the same key to disable a parameter (if available).
Searching for a number in the piece selection panel allows you to place the respective Constant: Number piece directly from there.
Spell name field is no longer force selected (no more v spam for direwolf :<).
Tab changes your cursor between the text box and the spell grid.
The arrow keys can be used to change the selected position.
You can search for "in:(type)" or "out:(type)" to get pieces that take a specific data type as input or have it as output.
(If you're on Mac, use Cmd instead of Ctrl).
Loopcast and Circle Spell Bullets can no longer be put on anything that isn't a CAD.
Made Trick: Strength more expensive. Same curve as Regeneration and Resistance.
Moved Eidos Manipulation to level 24 to accomodate Exosuit Casting.
Projectiles now remember the context of when they were created (by a tool), so pieces like Selector: Block Broken will work on non Normal bullets.
Psimetal tools now only regen if you're above 50% Psi.
Raised level cap to 25.
Removed the "Psi Beta | Not Final" indicator from GUIs. The mod is still beta, but this doesn't need to be there any more as it's not as early.
Rewrote Alternative Casting a bit to accomodate for the new bullets.
Selector: Attack Target now also works with Projectile Spell Bullets and returns the entity the projectile collided against.
The parameters for Operator: Vector Construct are now all optional. Any non set values default to 0.
Tools can also be right clicked on a Spell Programmer to set the bullet in them, similarly to a CAD.
Tweaked more spell piece icons.
Tweaked the texture for the Introduction GUI.
When you select an item with Spell Bullets, the type of bullet is now displayed above the name alongside with the spell's name.
You can now move, sprint, sneak and jump while in the bullet selection radial menu.
Fixed a crash with Psimetal tools when using break block tricks.
Fixed a Spell Bullet dupe by placing a tool in the slot of the CAD when the CAD has bullets.
Fixed player data not saving after a piece group is selected and only when it's fulfilled and the player levels up.
Fixed Selector: Block Broken not working if the player is standing at the maximum range that they can break blocks.
Fixed the error for two parameters sharing a side not being localized properly.
Fixed the Psimetal Sword not regenerating with Psi.
Fixed Trick: Place Block placing blocks on the client when it shouldn't.
Psi material storage blocks are now registered in the Ore Dictionary. (VapourDrive)
Psionic Overflow now deals 5x less damage.
Spells in Spell Bullets can now be copied onto Spell Drives.
The "Spell is Unnamed" error now has the lowest priority rather than the second highest.
The Psi bar now scales down to a non crazy value if your scale factor is too high. There's a config for this.
Trick: Add Motion now negates fall damage if the resulting motion is positive. Furthermore, multiple casts of Trick: Add Motion can not be stacked to create ridiculous speeds.