Releases: KnightMiner/KnightPeripherals
Releases · KnightMiner/KnightPeripherals
v2.3.1
Changes in version 2.3:
- Added Mining Laser Turtle
- Crafted using a mining laser upgrade and a turtle
- Can mine blocks at a range using
turtle.dig()
, though the laser consumes fuel - Is designed for mining, though it will deal damage in the laser beam
- Added Sensor Turtle
- Crafted using a sensor upgrade and a turtle
- Can detect the distance to the nearest block of entity using
sonar()
,sonarUp()
, orsonarDown()
- Can detect the density of a range of blocks using
density()
,densityUp()
, anddensityDown()
- Density is the hardness squared, or 1,000,000 for unbreakable blocks
- Clicking Turtles now have a slight delay when clicking
- The current delay can be determined using
getClickDelay()
in case something needs to be clicked in a time sensitive fashion
- The current delay can be determined using
- Explosive Turtles now have a slight delay when self destructing
Changes in version 2.3.1:
- Fixed an issue with the turtle drop collection not registering
v1.3
- Added Mining Laser Turtle
- Crafted using a mining laser upgrade and a turtle
- Can mine blocks at a range using
turtle.dig()
, though the laser consumes fuel - Is designed for mining, though it will deal damage in the laser beam
- Added Sensor Turtle
- Crafted using a sensor upgrade and a turtle
- Can detect the distance to the nearest block of entity using
sonar()
,sonarUp()
, orsonarDown()
- Can detect the density of a range of blocks using
density()
,densityUp()
, anddensityDown()
- Density is the hardness squared, or 1,000,000 for unbreakable blocks
- Added Crushing Turtle
- Crafted using an Ex Compressum hammer
- Is the same as the Smashing Turtle, only it can do Ex Compressum hammer recipes when using
turtle.dig()
instead of normal ones
- Clicking Turtles now have a slight delay when clicking
- The current delay can be determined using
getClickDelay()
in case something needs to be clicked in a time sensitive fashion
- The current delay can be determined using
- Explosive Turtles now have a slight delay when self destructing
- Smashing turtles no longer break liquid blocks
v2.2
- Added Explosive Turtle
- Crafted using TNT and a turtle
- Can place TNT using
bomb()
,bombUp()
orbombDown()
- Can self destruct using
explode()
- Explosion is slightly stronger than TNT by default
- Both types of explosions will trigger player kills, similarly to normal turtle attacking
- Added Ranged Turtle
- Crafted using a bow and a turtle
- Can fire arrows from its inventory using
turtle.attack()
- Arrows will trigger player kills, similarily to normal turtle attacking
- Fixes
- Smashing turtles now play the block breaking sound when breaking blocks
- Smashing turtles no longer break liquid blocks
- Mobs will correctly target the smashing turtle after being attacked
v1.2
- Added Explosive Turtle
- Crafted using TNT and a turtle
- Can place TNT using
bomb()
,bombUp()
orbombDown()
- Can self destruct using
explode()
- Explosion is slightly stronger than TNT by default
- Both types of explosions will trigger player kills, similarly to normal turtle attacking
- Added Ranged Turtle
- Crafted using a bow and a turtle
- Can fire arrows from its inventory using
turtle.attack()
- Arrows will trigger player kills, similarily to normal turtle attacking
- Fixes
- Smashing turtles now play the block breaking sound when breaking blocks
- Mobs will correctly target the smashing turtle after being attacked
- Smashing turtles no longer delete the item when unequiping the hammer
v2.1.1
Removed usage of vector3f, as it is a client side class and I really …
v1.1.1
Fixed an issue with Vector3f being called serverside
v2.0: Updated to 1.8
Changes in v2.0:
- Ported to 1.8
- Turtle claw now renders as a tool, instead of an item
- Turtle claw now swings when clicking a block
v1.1
Changes in v1.1:
- Added NEI support
- KnightPeripherals' turtles now show up in the NEI inventory
- Renamed "Claw" to "Turtle Claw" - it made more sense
- Added more returns to claw.click()
- If it fails due to the event being canceled, it returns an additional string stating that
- When successful, it additionally returns a boolean stating if something was clicked. This is the second return rather than the main one since it does not properly work on some blocks based on how they are implemented (for example, Tinkers' Construct Oreberry bushes)
- Fixed a bug with stacks not disappearing from the inventory when the last item is used
Initial release
Initial release