Prog Mats Java Versions Save

A java Mindustry mod. Just me making random stuff.

v26.2

1 year ago
  • Update from BE to Alpha
  • Fix minor drawing bug with Downpour rockets

v26.1

1 year ago

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

v26.0

1 year ago
  • Sandbox Stuff:
    • Configurable Mender
      • The repair time and range can be adjusted
      • Configurable Mender
    • Configurable Overdrive
      • The speed boost and range can be adjusted
      • Configurable Overdrive
  • Minor improvement to collider drawing
  • Sword turrets now properly handle rebuilt swords if one somehow "dies"

v25.1

1 year ago

hahaha pain

  • Sword turrets now have an attack indicator.
  • Better core link power checking.
  • Minor code cleanup here and there.
  • Bug Fixes
    • A few null checks here and there.
    • Fixed m-IV-nigun shooting patterns
      • I, uh, don't want to talk about it.
    • Fixed minor graphical bug with miniguns

v25.0

2 years ago

PM has been ported to Erekir!

  • Removed some stuff
    • Transport drone system - Was a mess, Anuke's in vanilla is much cleaner. May make new one later.
    • Firestorm - I didn't want to bother porting it. Didn't fit in since the others were payload based.
  • Popeshadow now uses region parts instead of messy draw code. (Why isn't this point rolled together with the last point?)
    • popeshadow
  • Completely redid sword turrets
    • Not exactly related to porting, but they do now use new features from Erekir to be a lot better.
    • swords dance
  • A bunch of other stuff due to porting that I'm too lazy to list.

Oh boy time for the bug reports to come in.

v24.1

2 years ago

Just gonna publish some things before working on Erekir port.

  • Ballistic missile animation looks better
  • Optimize Popeshadow draw code
  • Optimize the loading of Arbalest and Sergeant
  • Optimize minigun spin-up/spin-down/reload
  • Miniguns no longer have horrendous overlapping shadows
  • Fix #19

v24.0

2 years ago
  • Mod rename
    • The name has been changed to "Progression Ministry." At least it sounds a bit more sensible than "Progressed Materials" and still keeps the acronym of PM.
  • Modular Turrets
    • Large bases, customize what you want to put in it by constructing modules.
    • 3 Tiers
      • Council - 5x5: 8 small + 1 medium
      • Congress - 7x7: 8 small + 4 medium + 1 large
      • Pantheon - 9x9: 16 small + 5 medium + 4 large
    • Modular Chaos
    • Module Construction
    • 18 different modules
      • I am too lazy to list them
  • Eruptor Rework
    • They draw a line instead of moving an area around, so that they create less of a fire hazard as well as are more balanced.
      • As a result, Inferno was removed.
    • Eruptor Rework (I cut this so perfectly you can't tell it doesn't loop unless you look closely at Blaze to the right.)
  • Other things
    • Hydroconveyor resprite: It looks a ton better now.
      • Hydroconveyor Resprite
    • Miniguns now have smooth animation.
      • Better Minigun Animations
    • Apotheosis now homes based on distance to the beam position
    • Some more funi with the fart setting. :)))
    • Bug fixes:
      • Various issues of missing stats in the information of some turrets.
      • Sandbox nuke did not violently explode when destroyed.

v23.7

2 years ago

hahaha nothing major nothing major at all

v23.6

2 years ago

Save on some data, since those can use a lot, especially with many mods enabled. everything is disabled

When disabled, they will not appear in the build menu or core database, and will also show this message if you saved them somewhere in your world before disabling.

v23.5

2 years ago

M o r e n u l l c h e c k s