· 8 years ago · Mar 15, 2018, 03:40 PM
16.07.06:
2[FIXED] Shovels were not able to place Torches (forgot that in the Changelog earlier)
3[FIXED] Sifting Recipes for Coal and alike did not use the Replacement Stacks in case Gem Types were missing.
4[ADDED] A way to create Skystone from Applied Energistics, in case the Meteors are turned off (like in my Default Config Pack).
5[ADDED] Shapeless Crafting for Hoppers and Queue Hoppers to remove their Settings.
6
7
86.07.05:
9[FIXED] Various minor Issues.
10[FIXED] Cutting Tiny Silicon Plates from regular Silicon Plates was a higher Tier than cutting a Silicon Boule into Plates.
11[FIXED] Boxinator Recipes for filling Crates were not working because of an accidential Recipe Conflict with a Recipe that puts 16 Empty Crates into one Empty crate to make one Crate of Wooden Planks. Now you cant crate Crates anymore that way. (Crates STILL count as Wooden Planks ofcourse - I won't remove that!)
12[FIXED] Bottom Textures of Blocks being Z Mirrored. Most noticeable in the Sensors.
13[CHANGED] Burning Boxes now deal up to 2.5 Hearts of Heat Damage if you try to remove Ashes while they are burning.
14[ADDED] Shovels can now be used on Crucibles and Burning Boxes for Scraps and Ashes. Time for Bear Sr to smack Bear Jr for me adding it finally. XD
15[ADDED] You can now take Items that are too large or too many for the Crucible back out, just like Scraps.
16
17
186.07.04:
19[COMPAT] Magic Bees Addon for Forestry got some more Stuff handled regarding Centrifuge Recipes.
20[FIXED] Any sort of Clientside 0:00 Duration Potion Effects. Damn vanilla Bugs, always get stuck on me...
21[FIXED] Hoppers not saving their Exact-Insert Mode when harvested.
22[CHANGED] I got rid of the automatic Iron and Tungstensteel Handle assignment Code for Tools. Now almost everything defaults to Wood or Plastic Handles unless specified directly otherwise.
23[CHANGED] I reduced the Rock Spawn Chance from the Stone Layer Generator to 1/128 instead of 1/64.
24[CHANGED] Small Rocks containing Meteorites or Flint now spawn in Deserts too.
25[CHANGED] Redstone and Click based Controller and Mode Selector Covers no longer need a Ticking TileEntity to work, so you can attach them to Multiblock Parts too now, without having to use a Universal Extender.
26[ADDED] Molds now allow Magnifying Glass to be used on them to see what their Shape Produces.
27[ADDED] Covers can now have a Custom Sound Effect for removing them with a Crowbar. Some Covers are also usng that Feature now. Mainly the Panels and the Canvasses.
28[ADDED]
29Covers now have a dedicated boolean State for being ON and OFF inside the Cover Data of a TileEntity. Said State ONLY affects Covers and not the Machine they are attached on. It defaults to ON, ofcourse.
30Affected by this new Functionality are the following already existing Covers: Pumps, Conveyors, Vents, Drains, Pressure Valves and the Filters (they wont let ANYTHING go through when turned off, so basically a Filtered Shutter Cover)
31The Cover-Controller-Cover has been added in order to turn Redstone into an ON/OFF State.
32It is possible to use the Screwdriver and other Tools on the Sides of the Controller in order to switch simple Modes on the up to 5 Covers next to it, to make stuff more convenient.
33Removing a Controller Cover will set the State of the TileEntitys Covers to ON.
34[ADDED]
35Shutter Cover.
36It prevents Items and Fluids from going through, and is also able to connect and disconnect Pipes, Cables and Wires aswell.
37Controlled by the Cover-Controller-Cover, and also has an inverted Mode. (With a bit of trickery on the inverted Mode, you could replace Wirecutting and Wrenching Stuff with Screwdriving it instead)
38
39
406.07.03:
41[COMPAT] Magic Bees Addon for Forestry got some Stuff handled. (Specifically Magic Wax Capsules)
42[COMPAT] Grimoire Of Gaia got some Material Data Stuff fixed.
43[COMPAT] Gany's Mods (Et Futurum counts as that too, because same Author)
44Gany's Surface Basalt is now accepted as a Stone Layer. As with all Compat Stone Layers, there is significantly less of it than the GT6 Variant.
45The 1.8 Stones that Et Futurum adds are apparently added by Gany's Surface too, so I had to take THAT into account aswell.
46Its Mutton is now detected just like the Et Futurum Mutton (seriously, why is there Mutton in two of your Mods!?)
47Some of Gany's Wood Stuff is now OreDict Supported, Chest and Workbench wise.
48[FIXED] Silk Touch on GT6 Rock Types works now.
49[FIXED] Capenters Blocks are now properly harvestable by GT6 Tools the way the Carpenters Blocks are intended to be harvested (so Pickaxe for stoned Blocks etc).
50[FIXED] Boxinator Wood Plank Recipe not using enough Planks resulting in a Dupe Glitch.
51[FIXED] IC2Exp Fuel Rod Recycling to now give Zirconium. And it also has to happen in a Tier 3 GT6 Centrifuge now.
52[FIXED] GT6 Block Explosions cannot harm Withers, Ender Dragons and most modded Bosses anymore.
53[FIXED] TNT Blocks not being triggered by GT6 Tools that ignite Stuff.
54[CHANGED] Fluid Pipes now have to be clicked with the Magnifying Glass in their middle, in order for the content to be displayed.
55[IMPROVED] The Stone Layer Generator. It is a bit more optimized and it can now replace Cobblestone and Mossy Cobblestone appropriately, which is very useful for Taiga Biomes, Vanila Dungeons, RTG Worlds and those Thaumcraft Magical Biomes.
56[ADDED] Villages now use GT6 Brick Types in their Buildings instead of Cobblestone.
57[ADDED] The Generifier can now turn all GT6 Rock Types into their Vanilla equivalent, aka Cobblestone, Stone, Mossy Cobblestone and the Stone Bricks.
58[ADDED]
59Item and Fluid Filter Covers (btw you need the Aluminium Base Cover for those).
60They can filter for one specific Item or Fluid, depending on what you rightclick them with.
61Also placeable on non-Pipes, such as the Machines and (Multiblock-) Tanks themselves.
62Soft Hammer will reset the Filter so you can set it again.
63Screwdriver will Invert it to let everything BUT the specified thing pass through.
64Magnifying Glass will just display what the thing Filters for, in unlocalised Form.
65Note, that Item Pipe Routing is NOT affected by them, unless the Filter is right next to the Inventory that the Item is inserted into! (so it DOES work with Chests ofc)
66They are especially useful for the Multi-Fluid-Pipes, as you no longer need an entire Filter Block to select the Fluid that gets inserted.
67
68
696.07.02:
70[FIXED] Furnaces and other Vanilla things can now be made with GT6 Stones and Cobblestones.
71[FIXED] Queue Hopper not sorting its internal Queue when disabled via Redstone.
72[FIXED] Crowbar Cover Removals were sometimes causing a Crash.
73[FIXED] Three more Clay related Recipes (Erebus Mirbrick, Thaumcraft Phials and Bleached Railcraft Clay), also improved the Handling of them.
74[FIXED] Bedrock Ores generated always with vanilla Stone around them instead of the actual supposed Stone around them.
75[FIXED] Long Wooden Sticks can now be made from Wooden Beams in the Lathe (was an oversight).
76[CHANGED] Dungeon Loot: IC2 Iridium Shards got replaced with IC2 Scrapboxes. IC2 Iridium Ores got replaced with IC2 Iridium Shards.
77[IMPROVED] Ocean and Swampwater are generating much more efficiently now. Maybe this fixed the weird all Water Blocks in a random Chunk get replaced by a random Block ID Bug, maybe not.
78[ADDED] Underground Biomes Rock Types now generate inside GT6 Stone Layers if installed. You should turn off Underground Biomes Worldgen in its Config though (The Default Config Pack already does that). As with all Compat Stone Layers, there is significantly less of them than the GT6 Variant.
79[ADDED] Materials for Gaia Spirit Ingots, Elven Dragonstone and Mana Diamonds from Botania. Also added a way to add a Rainbow special Effect to Materials.
80
81
826.07.01:
83[NINJA-FIXED] Forgot to change the internal Version Number to make the Update Message shut up.
84[FIXED] Drains not working properly in Rivers.
85[FIXED] Basic Machines should now prefer to output Fluids in Output Slots that already contain their Fluid, as opposed to filling an empty Slot.
86[CHANGED] The Localisation of "Empty Ore" to "Unknown Ore"
87[CHANGED] The Texture Location for all GT6 Rock Types, to make it easier to copypaste and less of a clutter.
88[IMPROVED] Stone Layer Generation got optimized in order to generate much faster.
89[ADDED]
90Some more Ores for the Rock Layers, such as Hematite.
91All Gem Ore Veins that I added are Biome dependant (except Diamond ofc), since Gem Ores are supposed to be very rare, but all regular Ores don't care about Biomes at all.
92For example Craponite spawns inside some Layers of Diorite inside Jungles between Y24 and Y48.
93Small Gem Ores that are Biome independant still exist too ofcourse.
94[ADDED] Stone Plates (produced in a Simple Extruder) made of the Materials corresponding to the GT6 Rock Types, will work as a Cover that can have any of the 16 Designs (technically its 15 due to the Redstone Bricks using the same Texture as the normal Bricks). Also works for vanilla Stone, even though with fewer Designs. Also Netherrack, Endstone an Obsidian but only with one Design.
95[ADDED] Square Brick Design for Rock Types. This means I got all 16 Designs together and can finally start with making new Rock Types by recoloring old ones.
96[ADDED] Oil Shale as a Rock Layer similar to the Coal, Salt and Bauxite Layers. In order to process it, you need to grind it into Dust and put it in a Coke Oven, that will yield 25 Liters of regular "Oil" and Stone Dust.
97[ADDED] Komatiite as a Yellow Rock Type. It will now contain the Redstone/Cinnabar Veins instead of Marble.
98[ADDED] Green Schist as (you guessed it) a Green Rock Type.
99[ADDED] Blue Schist as (obviously) a Blue Rock Type.
100[ADDED] Kimberlite as a darker Brown Rock Type.
101[ADDED] Quartzite as a Pink Rock Type.
102
103
104
1056.07.00:
106[NOTE] You might want to skip this Version, as I plan to add even more Rock Types.
107[FIXED] Item Pipes had tiny routing Issues, as they were resetting their Transferred Item Count more or less randomly depending on TileEntity Loading Order.
108[FIXED] Pipes were giving Contact Damage regardless of the Heat of their content.
109[FIXED] Twilight Forest Streams and Lakes were not counting as Rivers for the Drain Covers, nor meeting the Height Requirements due to the Dimension having a lower Ground Level. So it does work now.
110[CHANGED] Hard Hammers and Clubs can break Mob Spawners 16 times faster than other Tools.
111[ADDED] A Warning Message that the Default Config of CustomOreGen will screw over all GT6 Worldgen when installed without PFAA being installed too.
112[ADDED] Thaumcraft Crystal Small Ores to Worldgen, enabled by default. May need to update the Config Pack after the release or just disable Thaumcrafts Shard Ores yourself.
113[ADDED]
114Stone Tiles and Stone Small Tiles as Design Variants for all GT6 Rocks.
115They will be used in the GT6 Dungeons for Floors and Ceilings too now.
116Also added Smaller Bricks and Windmill Tiles as additional new variants aswell.
117[ADDED]
118New Rock Typed Worldgen, as seen on the Screenshots on the Main Page / Gallery. Similar to Underground Biomes. There will be more Rock Types to come.
119You can disable the Stone Layers and have the old Grid Worldgen back as it was before this Version too.
120Don't worry the Worldgen isn't required for the Tech Tree, you can keep staying in your old Worlds, or decide to discover the new Areas.
121There will be vanilla Stone amoung the Rock Layers to ensure that other Mods Ores can still generate. (because I will remove the ability of modded Ores, Gravel and Dirt to be able to spawn within GT6 Rocks, unless the Coordinates are Y=6 or below)
122[ADDED]
123New Rock Layer based Ore Generation. Ore will all generate differently now.
124The old way of generating or finding Veins in a Grid is gone (for the Overworld, other Dimensions will keep the Grid System).
125Small Ores from the old Worldgen will STAY THE SAME. Those won't be removed.
126Sapphire and Emerald Veins will be the only Biome dependant Ores, and the Biome is mostly only needed to determine the Color/Impurity of the Gem.
127There is a general 1 in 64 Chance of spawning a Small Rock above the Ground or inside a Cave, said Rock will be made of whatever Rock Type or Ore Type the Column last generated successfully (aka below it, if you dig straight down), even if that Ore was close to Bedrock.
128New Ore Veins will generate in one of 3 possible Ways:
129Special Ore Layers where all Stone is made of an Ore include: Coal, Lignite, Salt, Rocksalt and Bauxite. They behave like Ores for Crushing etc and are not made to be decorative.
130Ores that generate in the middle of a specific Host Stone Layer, depending on Y-Level.
131And Ores that generate when one Rock Layer is directly ontop of another Rock Layer, depending on Y-Level.
132
133
134//=== There is a Config Pack containing quite a few good Defaults for other Mods on the Download Page now, mainly disabling Worldgen of Ores and disabling Enviromine Physics. Oh and Version Number jump due to improvements in Worldgen. ===//
135
136
1376.06.11:
138[FIXED] After Hours of Experimenting with OpenGL I finally fixed the Item Barrels causing Rendering Issues (like JABBA Barrels still do, because they forgot to re-enable GL_ALPHA_TEST), and fixed the GT6 Chests rendering their colored Parts strangely, when JABBA Barrels and similar things cause those Issues.
139[FIXED] Bedrock Ore Flowers growing on the Moon despite no Oxygen.
140[FIXED] Tools placing Torches weren't able to do so on Twilight Forest Grass. It was annoying to get through the Dark Forest without being able to properly place Torches in there. Oh also you can get Grass from cutting it with a Knife or so.
141[CHANGED] GregTech now sees Vanilla Granite as a different Material than the 2 GregTech Granites.
142[CHANGED] Tool Materials now have 4 Type Levels, 0 = No Tools (used if Blocks need to be harder to mine), 1 = Flint/Stone/Wood Tools (very earlygame Stuff), 2 = Tools that aren't complicated (like Saws or Pincers), 3 = All Tools including Electric ones. (this internally replaces the TagData for HAS_TOOL_STATS and NO_ADVANCED_TOOLS)
143[CHANGED] Enchantment Power Bonus of GT6 Shelves is now based on 1/12ths instead of 1/14ths, making it possible to hide a Lever or Button inside, without losing on the Bookshelf Count for the Enchantment Table.
144[CHANGED] Pyrite doesn't simply smelt into Iron anymore, you have to roast it now.
145[CHANGED] If you sneak-rightclick a Rock with a Magnifying Glass you will pick it up instead, without losing durability on the Magnifying Glass.
146[ADDED] Wooden Buckets and a Glass Bottle for Lubricant. They will prioritize outputting the RotaryCraft Variant if installed. The Bottle variant is Dungeon Loot too now.
147[ADDED]
148Rock Types for "Vanilla" Granite, Diorite and Andesite.
149My Version of them has proper Cobblestone and Brick Variants!
150And all of the Et Futurum, Chisel and Botania Rocks of those Types will drop the GT6 Cobblestone Variant (or the GT6 Stone variant if Silk Touched).
151It does generate in World, both as Rock Blobs and in GT6 Dungeons.
152
153
1546.06.10:
155[FIXED] Some Tool clicking Issues with GT6 Blocks.
156[REMOVED]
157Most ways to obtain "Impure" or "Pure" piles of Dust.
158They were a leftover thing from GT5 that I kept as a temporary way of making byproducts, but now that the Sluice and the Cauldron do all Byproducts, they aren't needed anymore.
159They will stay for the Impure Stone Piles that Small Ores drop, and for that case I changed the drop rate to 100% instead, so they won't drop regular Stone Dust anymore.
160Small Ores won't drop Impure Dusts for their Ore anymore, they will use the crushed Variant instead.
161[CHANGED] Sifting Table now only takes 8 clicks instead of 20. It just took way too long even with my Rightclick holding Macro on my Mouse.
162[CHANGED] More Materials are now Furnace Smeltable and considered simple enough for the Low Tier Extruder. Notable mentions are Red Alloy, Germanium and Aluminium (which is ofcourse still a bitch to get in the first place). Naquadah got a higher melting Point now though.
163[ADDED] Centrifuge Recipes for Purified Ores into 3 of the possible Byproduct Types and a Pile of regular Dust.
164[ADDED] A functioning Quad Beacon at the Center of the World, if the Config for it is enabled. It covers the Center 6x6 of Chunks properly.
165[ADDED]
166Bedrock Mining Drill for the infinite Bedrock Ores.
167Made of roughly 35 Dense Titanium Walls and 9 Tungstensteel-Diamond Drillheads, because infinite Ores are not something balance takes lightly.
168Consumes 1024 to 4096 RU/t (one of the four centered spots, or all of them if you wanna make it faster) with 32768 RU and 100 Liters of Lubricant per Process (any Side, Rotarycraft Variant usable too) to work.
169Should be placed in a way that covers up most of the local Bedrock Ores.
170Once active it will emit "Semi-Crushed-Ore-Ore-Stone-Block-Items-Of-Random-GT-Or-Vanilla-Background-Rock" through the Main Block at the Top.
171Depending on the Ratio of Bedrock Ore to Small Bedrock Ore to Bedrock there will either be a new Ore Block or a random Cobblestone Block outputted per Process.
172The Ore Block will have one of the five GT6 Stones or vanilla Stone as background Rock, and the Ore will be of the "broken" non-silktouched State. Cobblestone emitted will be of either of those six Rock Types too.
173The Rock Type used for that, will change around every ~1000 Processes on average, to "simulate drilling through different Rock Layers". Except for the Nether, where all the Rock will be Netherrack related.
174There is a Chance that instead of a Cobblestone Block you will get a Impure Pile of Bedrock Dust (Put that in a 64MU/t Magnetic Separator). I am sure this is far enough back in the Tech Tree to not mess with RotaryCraft too much.
175As for where exactly to place this Bedrock Drill with a 3x3 Range, since Bedrock Veins have a 5x5 or possible Ore Spots: Regular Bedrock Ores count 2, Small Bedrock Ores count 1. The More Points, the better the Outcome.
176Placing this Bedrock Drill just on a 3x3 of pure non-ore Bedrock will result in it just producing Rocks but no Ores. It will work for Bedrock Dust too.
177
178
1796.06.09:
180[DEV-NOTE] The randomcode.jar updated, but I think Addon Devs dont need to redownload it.
181[FIXED] Garnet Sand, Quartz Sand and several other Ores had "null" Materials in their Components due to Classloading Orders, since the moment I made Rutile part of a type of Sapphire.
182[FIXED] RTG is now compatible without crashes, even when GT6 Streets are enabled.
183[FIXED] Wooden Stick Cutting being 32 RU/t instead of 16 RU/t on the Cutter.
184[FIXED] Some Wooden Devices such as Reinforced Chests did not have the "Flammable!" Tooltip.
185[FIXED] Ore Blocks inside Marble, Basalt or Limestone were slower to break than they should have been.
186[CHANGED] The Nexus Building is different when no Streets Generate, and made of Stone Bricks instead of Concrete.
187[CHANGED] Pincers now last 10 times longer by using less durability for Molds.
188[ADDED] More Byproducts for Manganese related Ores such as Pyrolusite.
189[ADDED] Cheap Barrel variants for Bismuth, Bronze and Brass (so not just Lead anymore).
190
191
1926.06.08:
193[CHANGED] Thaumcraft Nitor now counts as Torch for Tool based Torch placement and removal. This also makes it universally harvestable by GT6 Tools in Adventure Mode (previously required Crowbar).
194[CHANGED] Et Futurum Coarse Dirt is now able to be turned into Mud by Swampwater.
195[ADDED]
196New Biome Diversity at the Center Area of the Map that can be enabled in the Config, just like the Streets.
197It contains most Biome Specific Resources but pretty much no Ores.
198It also contains all 5 current GT6 Rock Types, Both Colors of Clay, Hardened Clay, all 3 Types of Dirt, Sand, Red Sand, Black Sand, Snow, Ice, Packed Ice, Cactii, Rocks, Sticks, Flints, Flowers, Tall Grass, the first 4 Vanilla Tree Types, Cocoa, Pumpkins, Melons, Lily Pads, Glowtus and Mossy Cobblestone.
199[ADDED]
200Nexus Building at the Center of the Overworld (Disabled in Config per default), which contains inactive Portals to the Nether, the End and Twilight Forest.
201
202
2036.06.07:
204[FIXED] Coin Stacks that have more than 127 Coins did not drop anything when shoveled...
205[CHANGED] Any Rightclick on a GT6 TileEntity with a Thaumometer will be ignored entirely, so you dont have to hold shift for scanning GT6 Stuff anymore.
206[ADDED] Recycling Recipe for Glass Bottle to Glass Block in vanilla Furnace, and most Books and Papers are mortarable now, but you only get the Paper Chad off of it, not the other parts!.
207
208
2096.6.6:
210[NOTE] No, I will not sell my Soul to the Changelog!
211
212
2136.06.05:
214[COMPAT] The 7 Botania Quartzes get handled properly by my Machines and Recipes now.
215[FIXED] Plenty of Bugs with: Wrenches in IC2C, wrong Tooltips on Spikes, GT6 Cinnamon Bark harvesting without Pams installed, Glass/Sulfur not being Mortarable, and more.
216[CHANGED] I just noticed that my "registering TechGuns Ammo as not auto-insertable to the Storage Inserter" was pretty much useless, since the Mod actually has an Ammo Inventory (which isn't and wont be scanned by said Storage Inserter), that I didn't think about when doing that. So that Registration will be undone for everything of TG.
217[CHANGED] Mortar Recipes can now accept larger Items like Ingots, Plates and Gems if the Materials they are made of are Brittle! Coal, Salt, Redstone, Sulfur, Stone and similar count as Brittle.
218[ADDED] Rubber Pipes. They are the only Pipes that can directly be "broken" by Hand (kindof like unscrewing a Rubber Hose). Also changed the Max Temperature on Wooden, Plastic (97°C) and Rubber Pipes, so Steam is no option for those ever! if you don't like their Black Color, then paint them. :P
219
220
2216.06.04:
222[COMPAT] Some remaining TechGuns Material Data and Recipes were done.
223[FIXED] Crash Bug with the Thaumonomicon and Item Tooltips that have a Wildcard Metadata on them.
224[FIXED] Fluid Tooltips now no longer state that Air is lighter than Air.
225[FIXED] Prospecting not working on GT6 Rock Types... Don't know how I could have let that happen for such a long time... It definitely never worked in the first place...
226[ADDED] Selector Tags 0-15 can be used as Mode-Selector-Cover now. They cant be switched to any other Mode without detaching them from the thing they are placed on! (otherwise the Manual Selector Cover would be obsolete)
227
228
2296.06.03:
230[COMPAT] Remaining Erebus Items got their Recipes and Stuff done. Most notable would be the Erebus Bug Repellant Spray Can that has a canning Machine Recipe with GT6 Spray Cans now, and said Empty Cans will be dropped whenever you use the Repellant, instead of being voided.
231[COMPAT] Mo'Creatures Horses drop Horse Meat and its Logs and Planks are now registered in the OreDict.
232[COMPAT] The Highlands Mod's Biomes and Items should be more compatible now, even though I cant believe how bad it was before I fixed a lot of those things... Its Ironwood Trees actually give small amounts of Liveroot Dust when shreddered too.
233[COMPAT] TechGuns
234RF Powered Devices will accept up to High Voltage Electric GT6 Power, just like Open Modular Turrets, Galacticraft or Applied Energistics.
235Its Ammo Items are now recognized as Ammo by the Storage Inserter, meaning you won't just insert your not-in-hotbar Ammunition into a Wall of Mass Storages, when doing your normal Storage business, because that would be annoying.
236The Undead Mobs of Tech Guns now drop similar GT6 Items as the Vanilla Zombies and Skeletons.
237Boxing Machines can fill/empty Magazines with Bullets and such.
238GT6 Crowbars can be used to break "Ore Clusters", just like the Tech Guns Crowbar. Note that they lose a lot of Durability for that!
239[COMPAT-FAILED] HBM's Nuclear Tech
240Could not be added Compatibility to, because it takes more than half an hour to load, when GregTech is installed (and the Lag is on HBMs Side, even though caused by the enormous amount of GT6 Items).
241Note that I used a "Just GT6 Pack" for this that usually takes 2-3 minutes to load and added HBM to it.
242And also NEI takes Minutes to load Recipes when I look up Recipes, meaning I can't check the Data at all with HBM installed.
243And no, I didn't even run out of Memory, It only used 2 of the assigned 8 GB RAM, so that's not the Lag Source, it's likely the NEI Handler of HBMs that fucked up, or that HBM iterates over its entire Recipe List to find a fitting Recipe, what is utter garbage considering there is a thing called "HashMaps".
244TL;DR; HMBs Nuclear Tech needs MASSIVE optimizations, or else I will simply not be able to add Compatibility for it, even though I want to. I saw that it still did updates 2 weeks ago, so not all hope is lost.
245Edit: Okay I did add at least some Blast Resistance Tooltips to Blocks and compatibility with its Hazmat Suits, because that I can do without looking at Recipes in NEI.
246[FIXED] Berry Bushes didn't work properly for some reason.
247[FIXED] Wires and Pipes didn't properly connect to Non-GT6-Blocks per default when placing them directly against their Side.
248[CHANGED] The Adv Crafting Table will now only craft all Items at once, if you Shift-Rightclick the Crafting Output Slot. That way it cant accidentially happen when you just Shiftclick Items out of the Grid. Also Shift-Leftclick now crafts only a Stack (kinda like regular rightclick) but dumps that one Stack into your Inventory, without it sticking to your Mouse.
249[CHANGED] The Club will now make Vanilla Stone drop Stone Rocks the Hammer will continue dropping Gravel or Cobblestone in that case.
250[CHANGED] Meteorite Rocks have a 1 in 12 chance to spawn instead of Flint Rocks, instead of a 1 in 16 chance, now.
251[CHANGED] Ore Blocks that can generate in the Overworld will stay after you remove their corresponding Mod, such as Underground Biomes, PFAA, Et Futurum and Chisel. So you only need to replace their Rocks with Stone using MC Edit before removing them.
252[ADDED] Air Vent Cover. It collects Air around it and inserts it into the Tanks/Pipes it is attached to. Doesn't work on Galacticrafts Planets for obvious Reasons. It will give slightly different Air depending on Dimension (namely Nether and End).
253
254
2556.06.02:
256[COMPAT]
257I went through the List of Items Erebus adds, to see what they could be used for.
258I did not expect THAT many potentially compatible Items, when looking for the Mod that adds Jade, that I saw it in one of Ethos Videos.
259Damn, even needed to add Ore Generation Handling to it in order to make Umberstone properly Ore-Generateable.
260And I fixed some of their Bucket related Fluid things too, as it uses the Biomes o' Plenty Honey instead of the Forestry Honey.
261[NINJA-FIXED] Loot Chest Replacing didn't work properly.
262[FIXED] Some Stone alike Gears were not craftable the new intended way (4 Rocks + 4 Stone Blocks), and they were not usable as Buildcraft alike Gears despite being made of Rock.
263[CHANGED] You can no longer use Stone alike Blocks for crafting Hammers. The Clubs can still be made with Blocks.
264[ADDED] Breaking the GT6 Cobblestones with a Hammer, Club or Jackhammer will give you Rocks that can be used for Basic Tools. Don't worry, the natural Smoothstone still drops Cobblestone, so you can still Jackhammer the Granites and Stuff.
265[ADDED] There is now more earlygame Tools available. Bamboo and Petrified Wood can be used as Handles and more Rocks can be used as Toolhead.
266[ADDED] Sanding Machine. It does the same Stuff that the Grindstone does, but in Machine Form.
267[ADDED]
268Long Distance Item Pipelines and Fluid Pipelines.
269They are similar to Long Distance Wires, and they are also One-Way.
270Unlike the Long Distance Wires, they don't have any Loss, since they don't really transport Energy.
271The Transfer of Items and Fluids is instant, basically Teleportation, but lets just pretend it's going through that Dummy Pipe.
272Nonuple and Quadruple Fluid Pipes work with the Long Distance Fluid Pipeline too.
273
274
2756.06.01:
276[FIXED] When Roads were enabled, all Vanilla and GT6 Surface things close to the X and Z Axis ceased to generate, regardless of being in the Overworld (where it is intended) or not (such as in the Nether, the End or Twilight).
277[CHANGED] The Bedrock Ore Variety has increased a little, because I felt like it while assigning Flowers to the Bedrock Ores.
278[ADDED] Config to turn off Death by the currently 5 Types of Food Poisoning. You will be left with Half a Heart though!
279[ADDED] Config to disable overground (>= Y:50) Mob Spawns close to Spawn. It is defaulting to TRUE, so for about 144 Meters in each direction from Spawn there is no Mobs spawning.
280[ADDED]
281Special Flowers generating in Grassy or Deserty Terrains.
282They indicate the Location of the rare Bedrock Ore Mining Spots.
283Bedrock Ore mining Spots do have a bunch the regular Ore around them, so they are still useful.
284If you want to produce more of these Flowers, you will have to use Bumblebees to create more of the ones you already found.
285The Desert Flowers work for both, regular Flower Bumblebees and Desert Bumblebees.
286
287
2886.06.00:
289[IMPORTANT]
290Fluid Pipes have their Tank Capacity halved, but they still transfer the same amount of Fluid per Tick.
291DRAINS NEED TO BE ON PIPES TWICE THE SIZE TO WORK PROPERLY!!! (unless they are in an Ocean, Swamp or River)
292This will also affect filling of vanilla Cauldrons (334L) and Advanced Worktables, as you need a Pipe twice the size for that now.
293Don't worry, excess Fluid in Pipes on loading the World wont be voided, and it likely won't overflow anything either.
294Yet still I verily recommend to turn off all Steam related things before the Update.
295I have let my Test Bear run all his pipe connected Boiler Setups before and after the Update, to make sure nothing blows up on your end either.
296[COMPAT] Fallen Meteors Mod
297I checked it for OreDict related Information. I added 5 new Materials due to that.
298The Magnetization Enchant of it is now applied to all Magnetic Materials of GT6 if it is installed.
299[COMPAT] Railcrafts Implosion Enchant will now automatically be applied to a lot of Gems. Implosion = Extra Creeper Damage.
300[FIXED] A Bug that crashed GT6 with Ars Magica.
301[FIXED] Large Ore Veins were generating all over the Y Axis, having a different Y Coordinate for generating in each Chunk.
302[CHANGED] Electrolyzer and Centrifuge decomposing Recipes will now use 14 instead of 16 as a Basis for GU/t.
303[CHANGED]
304Some Alloys can now have multiple Attack Enchants attached to them.
305Black, Red and Blue Steel now have their Sharpness slightly nerfed due to that, since they got quite a few additional effects now.
306Electrum now has Smite, Disjunction and Werebane for example.
307Damascus Steel is still Sharpness 5.
308[ADDED] Universal Spade can now place Torches
309[ADDED] A more convenient Recipe for Dispensers, using Droppers as step inbetween, without having the unstackability of Bows make things a bitch.
310[ADDED] Slime Fluid and Slime Bottles that can be used like Glue Bottles. It gives you a chance of Jump Boost.
311[ADDED] Plastic Storage Boxes, that are like Mass Storages, but for 128, 256, 512 or 1024 Items at a time and way cheaper than even the Item Barrels, once you get Plastic.
312[ADDED]
313Optional Worldgenerated Asphalt Streets along the X and Z Axis.
314I know from own experience that Roads are a Server Infrastructure thing nobody really wants to work on, so Worldgen it is. Maybe I can add Structures to this too later.
315The Roads have Signs every 512 Meters, close to the Region File Borders. The Signs tell what Coordinates the 4 Region Files have at the 4-Chunk Border between the Signs and the U-Turn Section.
316Once the Middle Crossing at 0, 0 is Generated, it will automatically set the Server Spawn Point to itself once (It won't try to do that anymore after the Crossing generated). The Compass may point to the old Spawn until you reload the Client.
317They are disabled by Default because they could be seen as not only unfitting for the more Medieval/Fantasy Playstyles, but also because they are easily exploitable Sources of Asphalt and Concrete.
318Note, that GT6 Dungeons do not spawn close to these Roads (at least 256 Meters away), so they won't help you find them at all!
319GT6 Trees, Logs, Sticks, Rocks, Bushes, Glowtusses, Bumblehives, Black Sand and Clay Pits are at least 64 Meters away from the center of a Street Section to not interfere with the Road itself.
320I know that Tunnels sometimes have Light Update Issues, but unlike with the GT6 Dungeons where I fixed them already, those Issues are pretty much unfixable for Roads, as I would have to cause an Infinite Worldgen Loop to make those Lights work! THAT's how Terrible Minecraft is!
321With the Spawnpoint being at 0, 0 you have a 12x12 Area of Perma-Loaded Chunks centered around the Crossing to work with, when building a Spawn Area, so a 4 Chunk Wide Border around it. (it would be 16x16 Chunks if you count the Lazy-Loaded Chunks too)
322If you are a Server Owner who wants to have these Streets Retrogenerating on their Server, all you have to do is setting the Config to true and then delete®enerate all Chunks that have the X-Coordinate:0 and also the ones that have the Z-Coordinate:0, using MC-Edit or Speigers Pregenerator Mod. But be careful and ask first if there is people having Bases close to the Lines of the Axis.
323
324
325//=== Version Number Jump because of Fluid Pipes changing a bit ===//
326
327
3286.05.52:
329[COMPAT] Open Modular Turrets Recipes got changed for:
330Hard Walls. They now adopt a System similar to my Concrete and Reinforced Concrete by requiring Metal Bolts and the Hand Drill. The Tier 1 and 4 Variants can be crafted directly out of GT6 Concrete and Reinforced Concrete.
331Fences. They require Fine Iron Wires for the Fence itself and Metal Bolts for the barbs of the Barbed Wire Part. I changed up the Tiering to be more GT6 than Vanilla, so the Fence Barb Colors may not match the Recipe anymore.
332Turret Bases. They require a lot of Electric Components to be crafted now. The Wooden one just requires a Tier-0 Motor, and doesn't need a Battery, Circuit or Sensors, so your Handcrank Potato Cannons are still very earlygame.
333Ammo has cheaper and more realistic Recipes now.
334[FIXED] Eggs now despawn after a Minute regardless of my Item Despawn Time Config. This is because Chickens would be spamming Item Entities on the ground, so see this as if the Eggs are rotting.
335[ADDED] Blast Resistance Tooltips now say whether they can stand a Ghast Fireball, Creeper or TNT Blast or not.
336[ADDED]
337Wall Spikes that can be pushed by Pistons. (and you can't walk horizontally into ones placed on the floor, so you won't be damaged by accident all the time)
338There is also an Omnidirectional Spike, but it only deals half the Damage in return.
339And a Gravity Variant of the Omnidirectional Spike exists too!
340Walking ontop of any Spikes will slow you down a lot, meaning escaping is a bit harder, also balancing ontop of Sideways Wall Spikes is slower due to that too.
341Steel Spikes don't work on Skeletons, Slimes or Iron Golems.
342Titanium Spikes work on all Mobs and deal twice the Damage of Steel Spikes.
343Tungstensteel Spikes work on all Mobs and deal three times the Damage of Steel Spikes.
344Gold, Silver, Copper and Lead Spikes deal four times the Damage of Steel Spikes when they are against a Mob that is weak to their Material, otherwise it's only minimal or no Damage in case of Iron Golems, Slimes or Skeletons (unless they are weak to it).
345Adamantium Spikes deal ten times the Damage of Steel Spikes against every Mob touching them.
346Placing Hoppers below the Spikes will work fine, as they have a Slab alike Box Shape for Collision.
347
348
3496.05.51:
350[COMPAT] Galacticraft Machines now also have the HV Limit before exploding.
351[COMPAT] Open Modular Turrets Stuff
352The Turret Bases can now accept GT6 EU directly if it is HV or less. If it is EV or more it will explode! SO BE WARNED!!!
353I added Blast Resistance Tooltips to the Hard Walls, so that you know how strong they actually are. The Tier 1 Hard Wall doesn't even contain a Creeper or TNT Blast, you need Tier 2 or above for that.
354[COMPAT] Made sure Lycanite Mobs things were compatible.
355Fixed the "Pure Lava Bucket" Recipe duping Iron Buckets, by making it a Mixing Bowl Recipe for Lava + Ghast Tears instead.
356Made GT6 Axes and Saws drop more Oak Logs when being used on Ents (Axes are better). The Amount of Logs depends on the amount of Hearts worth of Normal Non-Magic Damage you deal to it (regardless of how much Health it has left). It can go up to additional 64 Logs per swing.
357Wargs drop Dog Meat now.
358[FIXED] Bumblebees won't work in the Vacuum of Galacticraft Space now.
359[FIXED] Fluid Display Icons from all Mods, that somehow fail to properly assign Fluid Icons, despite having a fully working Fluid Block. This fixes Pure Lava and Ooze from Lycanites for example.
360[REMOVED] The Collision Box from Paper Covers, because it doesn't make sense that you can stand on it. Let's see how many people use Paper to protect themselves from Pipes and don't read this line.
361[ADDED] Limestone Rock, it has the same properties and spawning as Marble, and the same Textures GT5 Concrete had. Might be useful if Calcite is needed.
362[ADDED] Recipes to Un-Curve the Curved Plates with a Hammer or the Rolling Mill.
363[ADDED] Wooden Panels, they are simply Wooden Covers, so you don't need to use Canvas for Wood Textures. Available in all Variants the Wooden Bookshelves are available as. Also requires an Iron or Steel Screw per Panel (Recipe gives 6 per craft).
364[ADDED] Concrete, C-Foam and Asphalt Panels (also just Covers). The Asphalt ones will give you a speed boost, just like the Asphalt Blocks!
365[ADDED] The Locker. It is basically an Armor Swapper, so you can put on Armors easily with it, without messing around with the Inventory, and without having an FPS Lag Source of an Armor Stand being around. Available in multiple Materials, just like Compartment Drawers for example. It works with the 4 Basic Activity Detectors as indicator of having Armor Parts.
366[ADDED] The Charging Locker. It can Charge IC2 Armor. Make sure the Voltage is proper to charge the actual Armor. The "Processing" and "Success" Activity Detectors can check if all contained Armor Pieces are charged fully.
367
368
3696.05.50:
370[FIXED] Some things I noticed while writing the Patreon Post.
371[ADDED] Small Vinteum Ore now generates automatically when Ars Magica is installed.
372[ADDED] The Primal Mana Fluid from Thermal Foundation (can't be produced atm afaik), can be used to make certain Magical Materials, such as Astral Silver, Midasium, Mithril and Thaumium.
373
374
3756.05.49:
376[COMPAT] AE Devices can now accept GT6 EU directly if it is HV or less. If it is EV or more it will explode! SO BE WARNED!!!
377[COMPAT] Thermal Expansion
378Tectonic Petrotheum can now be used in the Sluice for washing Ore instead of Water. (This was SUPPOSED to be already possible, but there was a Bug, preventing that from working on my end).
379Blizz, Blitz and Basalz Powder can now be created in the Injector with their respective Item and Fluid Redstone.
380A lot (if not all) of Recipes for filling Energy Cells, Tesseracts, Plates and Conduits with Redstone/Glowstone/Ender/Cryotheum/Aerotheum are now doable in the GT6 Canning Machine AND inside the Injector aswell (for convenience, due to the Blitz/Blizz/Basalz Recipes being Injector Only).
381In the newly added Recipes, Molten and Destabilized Redstone work just fine for doing the Job. Same goes for Resonant Ender and Molten Enderpearls.
382Filling a vanilla Bucket with 1440L Molten Redstone or 576L Molten Enderpearls using any GT6 thing (Taps, Canners, Crucibles etc.), will make it turn into the TE-Bucket, making an easy conversion possible without relying on the Generifier.
383Blizz, Blitz and Basalz Rods use the "craft = 1 powder, mortar = 2 powder, shredder = 4 powder"-System now.
384[FIXED] GregTech Worldgen and Burning Box Fire Placement no longer overwrite Thaumcraft Nodes as if they were Air.
385[FIXED] Applecore caused Water to have Food Value for some reason despite me having clearly declared a Food Value of Zero.
386[CHANGED] IC2 Energy Storages and Transformers require the GT6 Variant in their Crafting Recipe.
387[CHANGED] Barrels, Drums, Pots and other Fluid Containers can now be stacked when empty. The only ones Stackable when full are still the Capsule-Cell-Containers.
388[CHANGED] A lot of Sluice, Bath and Magnetic Separator Recipes changed to make it possible to process singular Tiny Crushed and Purified Ores.
389[ADDED] An example Recipe for each of the Handle based Tools.
390[ADDED] A Compartment Drawer that has 4 Drawers with 36 regular Inventory Slots each, and is compatible with adjacent Advanced Workbenches. The Crafting Recipe needs overall 32 Units of a Metal (the Metals you can make the Chests of)
391[ADDED]
392Storage Inserter
393It is SOMEWHAT like a Drawer Controller, but it only works for inserting Items BY HAND into a Wall Shaped Area of Mass Storages and/or Item Barrels.
394The Wall of Mass Storages can be 50 Meters long in each direction, and 7 Meters tall counting from the Floor below it.
395There are some quirks to scanning the Area, for example there has to be a Floor in front of the Wall of Mass Storages, and they aren't allowed to be obstructed nor to face the wrong way.
396This whole thing is based on "simulating a person* running in front of the Wall and rightclicking every single Storage from bottom to top", so just make sure that THAT is possible to be done and it should work.
397The direction the Insert will scan does depend on what side of it you click. It will essentially behave like "spawning a person* on the side you click" and then run that "person*" in all 4 compass directions trying to insert Stuff from bottom to top.
398As Floor counts the following: Slabs/Stairs (any rotation possible, and most modded ones work too), Full Blocks and Blocks with a solid Top Side.
399It will insert the held Item in the Hotbar when you click it, if it can.
400If you click it with an Empty Hand, it will try to insert all Items in the 27 Slot Player Inventory, except things with a Max Stacksize of 1 (such as Tools), Ammunition (Arrows) and Tool-Rightclick-Placeable-Torches (because that would be annoying, if you have a Torch Item Barrel or something).
401Placement for the Inserter is advised to be either as Part of the Storage Wall, or inside the Floor in front of the Storage Wall.
402You can NOT, I repeat CANNOT, attach Pipes to the Storage Insert AT ALL and I will NOT add that Functionality to it!!!
403(* = its not actually a person, this is just a metaphor, it only checks if the Blocks in front either don't have a Collision Box or are Carpets)
404
405
4066.05.48:
407[FIXED] Fluid Funnels now allow partial Amounts of Fluid to be transferred.
408[ADDED] Nozzles, the Fluid Tap equivalent for Gasses.
409
410
4116.05.47:
412[FIXED] The Names of Railcraft Plates. No longer Confusion caused by "Tin Plates" and "item.lead.plate.name" or whatever that one was.
413[CHANGED] Mud is now affected by Gravity, like Sand. Also Gravity is now mentioned in Block Tooltips if it applies.
414[ADDED] Magnetic Separator Recipes for impure and pure Dusts, so you dont have to use purified-crushed Ores for it.
415[ADDED] All GT6 Tools can now harvest Torches directly, and in that specific case they will always be "Magnetic" and won't lose any Durability in the Process (aka: Tool + Leftclick = Pick up a Torch from the Wall directly into your Inventory).
416[ADDED] Treated Planks in Block Form, the Item variant got removed and will automatically turn into the Block Form in all GT6 Blocks and your Inventory. It can be crafted into the Immersive Engineering Variant and back if needed.
417[ADDED]
418Black Sand to Rivers that aren't adjacent to Oceans or Swamps.
419It can be used similarily to Magnetite in a lot of Recipes, also using the Centrifuge you can get Ferrovanadium out of Black Sand, so no need to worry about getting your Vanadium Pentoxide.
420The Sand generates similarily to the Clay Pits, but is only 2 Blocks deep. It is NOT Part of the Ore Vein Grid!!!
421Magnetite Ore itself in any form will no longer generate, in favour of the new Black Sand.
422I did increase the amount of Small Hematite Ores to compensate the new lack of small Magnetite Ores. You can be happy that you have 2 more Inventory slots free for Ores that way lol.
423As for the Large Magnetite Veins (that includes Ferrovanadium too), they will no longer happen in new Terrain, meaning that all other Large Veins have a slightly higher chance of spawning now.
424
425
4266.05.46:
427[NOTE] I have hit the 2^16 Byte Limit of Code on MT.java yet again and needed to trim it down further in order to get GT6 to compile, this means large Code changes and some removals inside that File.
428[FIXED] Several Tools being available for Stone despite not being intended to be like that.
429[FIXED] Dust Funnels not dropping their partial Content when broken. They will no longer store it, making it possible to clear a Dust from the Dust Funnels.
430[FIXED] Sealed Wood Pipes were unintentionally Gas Proof (back then it might have been intended but we have better solutions now). I fixed that by making them leak Gasses aswell, and buffing their Capacity from 50 to 75.
431[CHANGED] Some Acids can no longer be electrolyzed into their Components anymore. Same goes for most Sulfur containing Chemicals.
432[CHANGED] Fake 'Osmium' is now easier obtainable when Mekanism is installed. It can be processed in a Furnace too now.
433[CHANGED] If a Material has a Fluid form and can be electrolyzed or centrifuged, you are going to have to use said Fluid form for that now, and can't use Dusts for it anymore.
434[CHANGED] Tungsten Ore, if you happen to find any (due to other Mods or old GT6 Worldgen) will crush into 2x Scheelite instead, to ensure proper processing, while also giving a slight Bonus compared to actual Scheelite.
435[CHANGED] Small Tungsten or Pinalite Ores of GT6 to Scheelite Ores. And added small Pyrolusite Ore with the same location and rarity as small Gold and Silver Ores.
436[ADDED] Plastic Rods can now also be used instead of Wooden Sticks for most Tool Handles.
437[ADDED] Made GC Rockets Recycleable.
438[ADDED] Selenium as Byproduct of some Ores (I will likely use it for Batteries). I also added it into the Moon-Cheese Veins, since Selenium is literally named after the Moon.
439[ADDED] Sodium Nitrate and a bunch of Saltpeter related Chemical Recipes.
440[ADDED] New Processing for getting Elemental Sulfur from Sulfur Dioxide. It is similar to the Claus Process but far easier, due to not having to Filter other Materials out of the SO2.
441[ADDED] Potassium and Sodium based Chemicals can now be interchanged in a lot of Recipes, but not all of them.
442[ADDED] Lots of Chemistry related Materials and Recipes that didn't exist before, to make things more complete.
443[ADDED] Crowbarred Covers now go directly into the Inventory if possible.
444[ADDED] Tungsten Chemical Processing for Tungsten containing Ores.
445[ADDED] Pyrolusite + Hydrochloric Acid Processing and removed its Electrolyzer Recipe.
446
447
4486.05.45:
449[FIXED] Aqua Regia to Chloroplatinic Acid Processing producing a very unbalanced output (more Cl out than you put in), I only needed to change up the Ratios, it's the same Products as before.
450[FIXED] Some Bugs regarding the Player Inventory restock from the Slot above Functionality of GT6 in regards of GT6 Tools and their Scrap.
451[CHANGED] Tin Alloy counts as Furnace Smeltable now.
452[CHANGED] Neodymium and its Magnetic variant are now Diamond-Tool Quality.
453[CHANGED] Bushes now grow 5 times slower. They were just too OP.
454[ADDED] A dedicated Loot Chest for the Dungeon Loot change in the previous Version. Now it is no longer made of Tin Alloy, but instead is not Craftable and made of Stone and looking a bit like Mossy Stone Bricks.
455[ADDED] Cobalt, Nickel, Germanium and Draconium "Storage Set" (Chests, Mass Storages, Shelves, Adv Crafting Tables, Hoppers etc). Also made it easier for me to add more "Storage Sets" by rewriting the Code a little.
456[ADDED] A few Recipes regarding BoP Mud and GT6 Mud.
457[ADDED] Tin Alloy Fluid Pipes.
458[ADDED] Mud Version of GT6 Ores to fit in better with the muddy Swampwater of GT6.
459[ADDED]
460Some Tools will now autocollect their Drops instead of letting Item Entities fall on the ground, if the Player has enough Inventory Space.
461This also applies to certain Materials you can craft Tools out of. You know, the "Magnetic" Variant.
462Amoung those Tools (its about half of ALL Tools that can do that) is the Wrench for example, meaning you autocollect whatever you Wrench, no matter what Material the Wrench is.
463That kindof fixed the Issue of "Removing Hoppers above a Crucible" as a Side Effect, since the Hopper would not Drop as Item in this case (If you have Space in your Inventory).
464As Examples, here are a few Tools that Automatically have this Ability even without being Magnetic: Construction Pickaxes, Wrenches, Mining Drills and the Plow.
465[ADDED]
466Made several Extruder Recipes accessible much earlier.
467The Tier 1 Extruder no longer needs Tungsten Carbide to be crafted, instead it uses Steel.
468New Low Heat Extruder Shapes can be made using any Type of regular Steel.
469Several Low Tier Metals count as Simple for the Extruder now, meaning they have a fixed low cost and can be formed using the Low Heat Shapes.
470
471
4726.05.44:
473[NOTE] Users of the Custom Veins etc in my Worldgen Config have to manually set the amount of Custom Veins, as it no longer defaults to 8, in order to prevent Debug Error Messages from appearing in the Log (due to NULL Material in Config). And yes the Debug Errors about Worldgen Ores are for Users, not for me, and they are in the GregTech.log
474[FIXED] A HUGE Maths Error in the Extruder Recipe Code. It used about 10 times more Energy in some cases than it should have used (all the Metal related Recipes basically). Now it will just use 25% more Energy than a Crucible would.
475[FIXED] A Stupid Error in the Extruder Recipe Code that made Wax, Plastic and Rubber Stuff cost exactly the same no matter how many Items the Recipe Outputs.
476[FIXED] Fluid Filters resetting again.
477[CHANGED] Dungeon Loot Chests will now be replaced with GT6 Chests that only generate their Loot once you open or break them and not before that.
478[CHANGED] A tiny thing in the Crafting Recipe Searching Code, might make the Adv Crafting Table create less of a spike when being used.
479[CHANGED] Moved Mineral Water production from Mixer to Injector.
480[CHANGED] The Tooltip for contained Materials got a bit slimmed down and more overviewable.
481[ADDED] GT6 Blocks that have Covers on them now have a Tooltip stating that a Crowbar can be used to remove them.
482[ADDED] XP Orbs now get combined if there is more than 32 of them in one World at once. The resulting larger Orb will have the despawn Age of the youngest Orb.
483[ADDED] Ender Garbage Bin (only top side) and Ender Garbage Dump (any side) are now accessible via Funnel/Tap.
484[ADDED] Recipe for Calcium => Calcium Carbonate (Calcite), mixing Water and CO2. It has Hydrogen Gas as a Byproduct.
485[ADDED] Draconium Fluid Pipes. A very high Tier Type of Pipes for people, who have a Draconium Adding Mod installed.
486[ADDED]
487More proper Titanium Processing.
488The Centrifuging of molten Ilmenite into Rutile and Hematite is no longer possible.
489You generally don't need a Crucible to process Titanium containing Ores anymore, except for the final step of shaping the resulting Titanium Dust into whatever you need, like Plates or something.
490Instead you need Sulfuric Acid to make Rutile and Green Vitriol.
491Rutile (or Ilmenite directly) + Coke + Chlorine + Calcite in Burner Mixer is needed to make it into Titanium Chloride.
492Titanium Chloride + Sodium or Magnesium = Titanium + Salt.
493This change also fixes the Niobium-Titanium Crucible in the Tech Tree, so that it can be used again to progress.
494[ADDED]
495My own Type of 3D Universal Fluid Cells that follows my standard set of Rules for Fluid Containers, and are all stackable up to 64 and Gas Proof.
496Since I was not able to settle for a specific Name of them, due to "Cell", "Capsule" and "Container" being already taken by other Mods and "Can" not really fitting the purpose, I decided to go for "Capsule-Cell-Container".
497There is 22 different possible Materials they can be made of, which includes Plastic, all the Wax Types and lots of Metals.
4981 Unit of the Material it is made of equals 1000L of Fluid. Usually Drums are better, but those can't be made of Wax or Tin.
499They can only be made using the Extruder and the Capsule-Cell-Container Shape.
500Did I mention that you can paint them too, just like all the other GT6 Containers?
501
502
5036.05.43:
504[FIXED] Calcification Display of the Boilers.
505[FIXED] 3 Mixer Recipes missing their Output Fluid.
506
507
5086.05.42:
509[REMOVED] The GT6 Meta-IC2-Cell-Item, because it won't ever be used anyways (I have a better System for that kinda stuff by now, see Measuring Pots). Also removed some unused Textures aswell.
510[REMOVED] Recipe for the Universal Fluid Cell of IC2-Exp. I also replaced the Universal Cell with Empty Cells in Recipes that needed it.
511[REMOVED] The "cheaty" Recipes from the Metal Former. The Metal Former itself is still craftable due to compat Reasons.
512[CHANGED] IC2-Exp Empty Fuel Rods are now made with Zirconium instead of Steel.
513[ADDED] Plantalyzer, a Machine that scans IC2 Crops and Forestry Saplings, similar to how the Bumblelyzer does it, but it does not use Honey at all.
514[ADDED] Queue Hopper, a Hopper that remembers the order at which things came in, and always emits the first inserted Item and works it's way to the last inserted Item in an ordered fashion. Professionals would call it a FIFO (First IN, First OUT). You can manually change the Order in its GUI ofcourse.
515[ADDED] Glow Glass, a variant of my Clear Glass that emits light like Glowstone. It is produced with the Injector, 1 Glowstone Dust per piece (or half a Glowstone Dust per Slab) and a Block of GT6 Clear Glass. Aside from emitting a constant Light Level this Block uses the same Texture as the normal Clear Glass.
516[ADDED] The Chemical Formula Tooltips back. Now even with Subscript Numbers instead of normal ones!
517[ADDED] Satanic Bumblebees that produce Soul Combs (Soulsand & Soulsand Oil). Spoiler alert do not continue reading if you wanna find out the combo yourself, it is the combination of CITSILIHIN and CINOMED (you have to read those in reverse).
518[ADDED] A Book containing Descriptions of all current GT6 Tools. It is added to all Loot Lists that contain Books of that kind.
519
520
5216.05.41:
522[REWRITE]
523The Worldgen Code of GT6 got improved a lot, and that did change quite a lot of internals on how my Worldgen works, including the Config Files. This will also let GalacticGreg crash very hard, due to the massive Changes I made (not that that Addon is needed anymore since I add that Compat myself now).
524[COMPAT] Galacticraft & GalaxySpace
525Moon and Mars now have GT6 Rocks in their Worldgen.
526Moon, Mars and Asteroids now have GT6 Ores. Mars and Asteroids even have Naquadah and Dilithium related Ores.
527Schematics and Keys now go into Book Shelves.
528Scanner and Printer can now copy NASA Workbench Schematics, and the Schematics can ofcourse be stored on USB just like Books. This is especially useful in Multiplayer since the NASA Workbench eats those things per Player.
529[FIXED] GT6 Dungeons were spawning in Twilight Forest and on other Planets (now they don't anymore).
530[FIXED] A Bug that caused an exponential Worldgen Loop. I don't know if that Bug was in 6.05.40 already or if it was purely in-Dev, but it's fixed now. (that damn Bug was the reason for wasting a shitload of my time)
531[CHANGED] AE Grindstone, because it is way too exploitable to use that thing the way it is (especially because it made Aluminium way too easy if Aluminium Ores are present). I decided to add a lot of Crop related Recipes to it, and kept the Quartz and some low Tier ones, but I removed ALL OTHER RECIPES in it.
532[CHANGED] Lead Armors from Thermal Foundation and Galaxy Space now count as Radiation Proof like a Hazmat Suit. (does not apply to IC2 Items that happen to be radioactive)
533[CHANGED] The Recipes for dyeing Blocks in the Bath now use less Dye. Using the Spray Cans is still twice as "Dye-Effective" as the Bath.
534[IMPROVED] Implemented AEs IMovableTile Interface on my TileEntities. Teleporting them should cause less Issues now.
535
536
5376.05.40:
538[NOTE] Bear has Advanced Rocketry on his Server, and for some reason it turned off The Galacticraft Oxygen System, as if you have used the Config for that (and that caused by just updating GT6, it even fixes itself if you downgrade GT6). If that happens to you too, make sure to check everything Advanced Rocketry Config related, maybe it somehow gets ignored or corrupted.
539[COMPAT] Galacticraft
540Made most GT6 Blocks
541Sealable (Bricks, Glass, Concrete, Asphalt, Long Distance Wires, Dry C-Foam etc),
542Conditionally Sealable (for Slabs that are only sealable on one side) or
543Entirely Unsealable (Stone/Cobblestone/Mossy/Cracked variants of Rock, Wood of any kind, Bales, Wet C-Foam and ALL Machines).
544C-Foamed Wires and Pipes will always be sealable. Most Covers that aren't considered simple Attachments can seal things aswell, Canvas is NOT sealable so you need C-Foam behind it, Huge Pipes without C-Foam are NOT sealable either.
545[COMPAT] Galacticraft
546I made all shaped Crafting Table Recipes of Galacticraft use Plates (and the different variants of Copper/Iron/Steel) as a potential alternative to the Compressed Items, without messing up OreDict, in order to make Crafting less of a hassle. This does NOT apply to the Recipes inside the NASA Workbench or Machines.
547GT6 Batteries are now working to charge Galacticraft things. (I intentionally made GT6 Batteries not chargeable in GC Stuff, so it is one way)
548GT6 Wrenches now work on Galacticraft Machines.
549GC Machines can now be powered by GT6 EU. I tried my best to make it as lossless as possible, please don't use absurd Voltages like anything past HV.
550Bushes do count as Leaves for the Oxygen Collector now.
551Desh related Material Data Issues got resolved.
552Oxygen Tanks can now be filled in a Canning Machine (Taps on Drums are NOT Canning Machines, I won't make it THAT easy on you!)
553Blacklisted Oxygen Canisters for the Tap and some other things! The only GT6 thing that can fill those Canisters now, is the Canning Machine (emptying them via Funnel is no problem).
554[FIXED] All Aluminium Ores now crush into Alumina (and they drop twice as many crushed Ores now), and they cannot be smelted into Aluminium either, so even if someone doesn't disable Aluminium Worldgen from other Mods they still have to go through GT6 Aluminium Processing to make it useful (unless they use other Mods Machines to crush it).
555[FIXED] Low Tier Rotational Pumps were not working at all for some reason.
556[FIXED] GT6 Brown Clay and Mud were preventing Mobspawns ontop of them despite being "natural" Blocks.
557[CHANGED] The Wood Plate that is outputted by Recycling Recipes of Vanilla Objects got replaced by the "Generic Wood Plank" Block, so it is placeable now. Also all Planks can now be Crated, not just the Wood Plate ones.
558[CHANGED] Made Chisel Purpur Blocks compatible with Et-Futurum Purpur whereever possible, and removed the Chisel Purpur Block Recipe if Et-Futurum is installed.
559[CHANGED] Ender Bumblebees now have slightly different requirements if Et-Futurum is installed. They will in that case always require either Chorus Flowers or the Dragon Egg, anything else that they usually accept doesn't count then.
560
561
5626.05.39:
563[FIXED] Electrolyzer and Centrifuge not giving Byproducts in a lot of cases for Impure Dusts and Purified Dusts.
564[FIXED] Bumblebees can no longer attack Skeletons, since Skeletons are - well... Skeletons.
565[FIXED] Hand Drill not using Steel Rods (or was it Iron Rods? well one of them didn't work properly) to reinforce Bricks.
566[FIXED] Bumblebees won't spawn in Space anymore (Galacticraft etc).
567[CHANGED] The Hammer Prospecting only uses 1/10th of the Durability it used before.
568[ADDED] Liquid Oxygen (compatible with Galacticraft). And a Freezer Recipe for it.
569[ADDED] Rotors can now be made in the Welder. This also decreases their recycling Material amount by 1 Screw.
570[ADDED] You don't need to mix Salt and Water anymore to electrolyze Saltwater (but it's ofc still possible). Those two ingredients can be inserted directly into the Electrolyzer now without pre-mixing them. Rocksalt (KCl) works now too and produces the currently useless KOH in the Electrolyzer.
571[ADDED]
572Concrete and Reinforced Concrete Blocks.
573No Walk Speed Boost on Concrete. That is still Asphalts Job.
574The Concrete Recipe is Rock+Calcite+Ashes then mix the resulting Powder with Water and put it in the Dryer.
575The Reinforced Variant needs some sort of Iron or Steel Rod in the Dryer, or just use the Drill like for the Rock Types.
576The Default Color of Concrete is Light Gray and it can be painted easily.
577Unlike C-Foam it is not pre-colored, but you can autopaint it using the Bath and Dye on the dried Blocks, just like Asphalt.
578It has a very smooth Texture, much smoother than the Tiles Construction Foam has.
579Regular Concrete needs Stone Pickaxe Level, Reinforced Concrete needs Diamond Pickaxe Level and needs 4 times as much Time to break it.
580Blast Resistances are 12 for regular Concrete and 48 for Reinforced Concrete (12+ is Creeper Proof, 16+ is all TNT Proof). For Comparision: Basalt = 18 (36 when reinforced), C-Foam = 24, Obsidian = 36 (gets nerfed to this value by both GT6 and IC2) and Black/Red Granite = 36 (72 when reinforced).
581[ADDED]
582Autoclave, this time slightly different than the old one, and made with loads of Stainless Steel. (Singleblock still)
583It is powered by direct Steam on the bottom Side and is a process that cannot be sped up as it is a Time based Machine.
584Most if not all Recipes use about 32 Steam per Tick when running constantly, but knowing most people, they will just slap a stronger Boiler below, to instant fill it up, so that they dont have to worry about putting out the Burning Box in time, what is perfectly fine too. What would not be fine would be if people used a Steam Tank with it, but luckily there is no such thing in GT6. :P
585Bauxite Dust Processing with NaOH got moved from the Bath into this Machine.
586Most Quartz alike substances can be crystallised with it, this also includes Amber Dust, IC2-Exp Energium Dust (Compressor Recipe got removed now) and the Quartz Seeds from Applied Energistics.
587[ADDED]
588Burner Mixer.
589This is the Fireproof Variant of the Mixer. It is used to burn the mixed result as quickly as possible.
590It requires an Igniter to start this Mixer, as well as the usual Motor/Turbine below.
591Some Chemical Recipes that were i nthe regular Mixer got moved to this one.
592Some will also be moved to this one later once I notice that I forgot to move them.
593Notify me if you find Recipes that need to usually be burned to output something. (Heating Up does NOT Count as Burning!)
594Hydrogen + Oxygen = Water does count as burning, that is a good Suggestion btw for future reference.
595
596
5976.05.38:
598[FIXED] Some Asphalt and Mud related Bugs regarding Walking Speed, because I was trusting Minecraft to be not crappy again... I shouldn't have trusted it...
599[CHANGED] Redesigned the Texture of the Meteoric Iron Rock and renamed it to Meteorite (that was the kind that survived landing on Surface, right?, This shit is as bad as the difference between Lava and Magma).
600[CHANGED] A lot of the Recipes that require Silicon Dioxide (SiO2) now accept Quartzes directly.
601[CHANGED] The Crusher now uses Diamond Gems instead of Plates in the Recipe. The Shredder stays the same.
602[CHANGED] The Electrolyzer now has two Item and two Fluid Inputs. Old Recipes should still work like usual if you add a Selector Tag with a 0 into it. Also the Electrolyzer now has additional optional Input and Output Sides.
603[CHANGED] Most Cutter Recipes now have a different GU/t Rate. Cutting Gems into full Plates is now even Tier 2. Also the Tier 1 Sawmill only needs a Steel Sawblade, so no Aluminium required.
604[CHANGED] Having Acids in the Crucible may result in them breaking apart. Use an Acid Proof Crucible if you have to Handle that kind of Stuff.
605[CHANGED] A lot of Electrolyzer and Centrifuge Recipe Outputs. They will do Silicon Dioxide and Alumina whereever possible now.
606[ADDED] Mud variant of some Forestry Recipes that need Dirt and Water.
607[ADDED] Industrial Bumblebees that produce Combs that yield Latex, Wax and Resin. As with before, you need to combine 2 certain highest Tier Species to get it. In this case, Spoiler alert do not continue reading if you wanna find out yourself, it is the combination of DETAVITLUC and CITUANBUS (you have to read those in reverse).
608[ADDED] Royal Bumblebees that produce Combs that yield Royal Jelly from both Harvestcraft and Forestry. Spoiler alert do not continue reading if you wanna find out the combo yourself, it is the combination of DETAVITLUC and highest Tier YDNAS (you have to read those in reverse).
609[ADDED] Titanium Drum. Twice the Capacity of the Stainless Steel Drum, but no Corrosion Resistance.
610[ADDED] Iridium Fluid Pipes (Acid Proof).
611[ADDED] Flour and Rice can be used to make Biomass too now.
612[ADDED] Sugar + Sulfuric Acid => Carbon + Water + Sulfur Trioxide (in Mixer)
613[ADDED] a Tooltip to Items to show if they can be used to Pay a Beacon to make it start. Also made several GT6 Items usable as Beacon Payment.
614[ADDED] The Bumblelyzer can now scan also Forestry Bees, but it is ONLY Bees, not Forestry Trees or Forestry Butterflies. This uses only 50L of Honey instead of the usual 100L Forestry uses.
615[ADDED]
616Alumina, and made all Ore Byproducts that were Aluminium into that Material instead. Have fun with that nerf. :P
617Centrifuging Sapphires and Rubies will now give Alumina and the Impurity, instead of the old Aluminium + Oxygen + Impurity from the Electrolyzing that has now been removed for this group of Gems.
618Processing Alumina into Aluminium will require some Chemicals, like Hydrofluoric Acid (HF) for example.
619You need a Mixer for most things, and in the end you need to put the Chemicals along with Carbon and Alumina into the LV+ Electrolyzer.
620The overall Bauxite Processing chain yields 1/2 Unit of Aluminium per Unit of Bauxite and some byproducts such as Ilmenite and Rutile.
621
622
6236.05.37:
624[FIXED] Some Issues that came up during Bear testing. Not in the mood to mention all Details atm. :P
625[ADDED]
626Breeding System for Bumblebee Species (it was already there but it was unused).
627Take 2 Bumbles of the highest Tier of their Breed (Cultivated would be the highest Tier of the Wild ones) and breed them to get a potentially new Bumblebreed of offspring with a 25%-50% chance.
628[ADDED] Clay Comb Producing Bumblebees. They are created by breeding 2 specific Types of Bumblebees together. Since it is the first and only type for now, I will give you a hint, so Spoilers ahead if you don't like them: It's SIVLEBMUB and DETAVITLUC (you have to read those in reverse).
629
630
6316.05.36:
632[REMOVED] The Sound Steam Engines do while running, because it Lags, because the Sound System sucks...
633[ADDED] Redstone Repeaters can be attached to GregTech Red Alloy Wires and similar, in order to have a one-way output. (no timing in this case!)
634[ADDED]
635Aggressiveness Stat to Bumblebees to determine the rate at which they will sting you as an Area of Effect.
636In order to Bumblebees to produce Combs, there have to be "Flowers" nearby (range depends on Bumbliary). The Flowers depend on what Bumblebee Species you have and can range from Potted Plants all the way up to Dragon Eggs or End Portals.
637[ADDED]
638A Bumbliary (Apiary but for Bumblebees) is used for producing Stuff and breeding with Bumblebees and crafted with an empty Bumble Hive in the Recipe.
639If you break the Bumbliary Block, while the Bumblebees inside are still active (so while a Queen is inside and working), it will MURDER all contained Bumblebees.
640In order to access the content of the Drone Slots and the Royal Slot, you have to open the GUI using a Scoop. You can insert Drones and Princesses without Scoop though.
641If the Bumbliary is active (a Queen is inside), you will get attacked when you access it, no matter how tame the Bumblebees inside are.
642The Quicksilver Thermometer will show local Temperature and Humidity when used on it.
643GUI Access is only possible on the Top Side of the Bumbliary!
644The Range for Bumblebees to find Flowers is up to 3 meters away from the Bumbliary, so it has a 7x7x7 Range. (It will scan closeby Blocks on the same Y-Level first before scanning the far Corners for performance reasons, for all people worried about Lag who wanna optimize their Setups).
645If Bumblebees are inside, despite not being able to bee inside, they will die. Same goes for the ones that cannot bee outside being outside.
646Having a Glass Roof counts as INSIDE so be careful about that. It checks if it can Rain next to and ontop of it in order to determine what of the two is the case.
647If they are inside, then Rain and Storms don't affect their work output, but Day and Night still do! (they have tiny little Clocks with them to see if they have to work or not)
648[ADDED]
649The Bumbliary cannot be automated with Pipes or Hoppers. However the Bumblebees inside it will automatically try to breed again if left alone for a Minute, preferrably with the Drone in the Purple Slot (if there is a Drone), otherwise with one of the Drones in the surrounding Slots.
650If an unscanned stack of Drones is inserted into the special Drone Slot, it will try to place offspring there first to refill the Slot, this however comes at the cost of always using up two Drones, if there is more than one Drone in that Slot.
651So you have to have an Offspring rate of at least 2 on your Breed to automate that, actually 3 because random mutations can screw you over.
652As an exception to the Automation Rule, things that are laying at the Floor of the Bumbliary can be extracted via Pipes and Hoppers though, this currently only applies to dead Bumblebees.
653[ADDED]
654It is possible to have more than one Princess show up every now and then inside the Bumbliary, but make sure that you grab them quickly, because unlike the Drones, the overflow Princesses will die once the breeding begins (because the Queen orders the Drones to kill them, just like IRL).
655In case of more than one Princess showing up, the most aggressive one will always become the Queen.
656Whenever there is multiple Species of Drones to choose from, the Princess will always try to choose the Species that matches her own Species.
657If you put a Bumblebee into a Bumbliary that is definitely not suitable for it (wrong Biome etc) it will just die, so be careful what you do.
658That Rule does NOT apply to the Drone that you insert to breed with the Princess.
659However, the resulting Offspring has a large chance of instantly dieing, due to it not being fit for the Environment it is born into.
660But that has the benefit of guaranteeing survival for the remaining Drones, since the unfit Offspring will just die, you can target breeding much more precisely that way (If you have enough Princesses, because those can die too if unfit).
661
662
6636.05.35:
664[CHANGED] whenever small Gem Ores drop a flawed or chipped Gem, they will drop 2 or 4 of them respectively.
665[ADDED]
666Bumble Bees. Totally not a Forestry Bee Ripoff or something. The System is quite a bit different and less forgiving.
667Bumblebees have a chance of Mutating over time for every generation. This makes short Lifespans very useful if you want to upgrade the breed. The Lifespans can range from 1 Minute to 2 Hours.
668However a short Lifespan also means that the chance of mutating in the wrong direction is more likely, because the Mutation can also happen to be a Downgrade, so in the end you likely want a long Lifespan on the highest Tier of Bumblebee to make it less likely to downgrade randomly.
669Every Bumblebee Species has a different Texture. Most of them are quite funny. Also there appears to be a Bumblebee Species that seems to have access to some substance I would never add to the Game. XD
670[ADDED]
671Bumble Hives. Harvestable with Scoop.
672They spawn mostly on the Side of Hills, as they have to be 1 Block below ground, while still having to be visible from the Side.
673The more Drones a Hive drops, the better the Offspring Count of the Bumblebees of the broken Hive. (1 = Bad, 4 = Max)
674The more Combs a Hive drops the better the production Rate of that breed of Bumblebee (1 = Bad, 10 = Good)
675Hive Blocks can be collected, but they won't drop any more Bumblebees if you place and break them.
676You can paint them or use them as Deco if you want.
677[ADDED]
678Bumblelyzer (Beealyzer BLOCK for analyzing Bumblebees with the help of Liquid Honey or Honeydew, I don't plan for an Item Variant to exist at all)
679To scan a Bumblebee it has to attach a tiny piece of Paper to the Bumblebee with the Data printed on it (the inkless kind of printing).
680It can process up to a whole Stack of Drones for just 10L of Honey(dew), since it only needs to scan one Bumblebee and then attach the Paper Tag to all 64 of them.
681If for some reason an already scanned Bumblebee enters it, it will not cost anything but a little bit of Energy to deposit it in the Output Slot.
682
683
6846.05.34:
685[OOPS] I overrode the previous version with this one... Guess I gonna combine the Changelog Parts for that then...
686[NOTE] I changed the way how Mechanical Safes and similar synchronise their Owner to the Client, by basically only sending over the Information of "That Safe is not yours" to the Client, instead of sending the whole 16 Bytes of Player UUID, which would waste way more Network Bandwidth than I'm comfortable with, considering I just added spammable private C-Foam Blocks.
687[FIXED]
688Way too many Recipes, so that they use counterpart Materials properly.
689Like Knightmetal or Meteoric Steel being able to be used in more Steel requiring Recipes and similar.
690I really did way too much of those fixes, and now I don't know if I find the time to make actual new Features this week...
691[FIXED] Measuring Pots and Clay Jugs were not able to fill a Cauldron with Water and Bathing Pots and Mixing Bowls will fill with Rainwater now.
692[ADDED] The Magnifying Glass can now identify Rocks.
693[ADDED] Iron alike Rocks can be used for Flint&Tinder now. This includes Meteoric Iron Rocks if you really don't wanna smelt them into 2.25 Nuggets.
694[ADDED]
695Advanced C-Foam Spray made mixing Palladium Dust with regular colored C-Foam.
696It can only be broken by its Owner, or strong Explosives.
697Also prohibits Tool usage or putting on Covers by anyone other than the Owner.
698[ADDED]
699You can now add Potion Effects to solid Food Items by bathing them in the Potion Fluid or in Medicine/Laxatives.
700The whole thing is capped at 1 Potion Effect per Food Item though, so no Effect combinations.
701It does not work with Splash Potions or Lingering Potions.
702There is not going to be any Tooltip showing what Effect there is on the Food, so you can't see if someone is gonna poison you.
703[COMPAT] Made sure some Bluepower Items were properly recognized by my System.
704[FIXED] The Death Point Function of the Compass to work on Servers now.
705[FIXED] Some Creative Tab Issues.
706[FIXED] Flint bearing Rocks not generating at all in 75% of the Chunks, because I forgot to remove a randomizer that I used in Berry Bush generation, also lowered the per Chunk spawn Rate of Rocks, because of this being fixed now.
707[FIXED] Debarking Non-GT Trees not causing the Fast Leaf Decay Update.
708[FIXED] Cauldron washing Ores was not working properly when the item starts bouncing around.
709[FIXED] Meteoric Steel missing the alloying Recipe. Also Meteoric Iron/Steel is a good Crucible Material and easier to handle than Vanadium.
710[FIXED] Forgot to fire an Event when a GT6 Tree grows from a Sapling.
711[FIXED] Tools made from Infused Water Shards from Thaumcraft didn't require the Thaumium Handle for some reason.
712[CHANGED] The Adventure Mode Starter Kit is now disabled per Default, and it now just contains some Sticks, some Flint, some Dry Grass, a Large Sandwich and a Sixpack Purple Drink.
713[CHANGED] The Texture of the regular Rock Item to make it easier to distinguish from the Ore bearing ones.
714[CHANGED] Berry Bushes are now Light and Rain sensitive. Rain will let them grow twice as fast. If the Bush is within Sky Light, it won't check the actual Light Level and just grow as usual. Only the Center of each Bush is going to be checked for Light and Rain.
715[CHANGED] Crucible Molds can now be hand harvested. (only if you placed them after this update!)
716[IMPROVED] I made a special Crafting Recipe Type for Toolhead+Handle to reduce overall Crafting Lag and NEI clutter, meaning that no Recipe will be visible, and that the Tooltip is essentially required to determine the needed Handle. Also in some cases you can for example use different Types of Wood or Steel Handles now.
717[IMPROVED] The amount of Crafting Recipes is now drastically decreased, by replacing shapeless Crafts of Nuggets to Ingots etc, with one Recipe per Type instead of one Recipe per Type+Material. This basically killed NEI support though, so I need to think about how to solve that.
718[ADDED] Tooltips to hint at Shapeless Recipes for Nuggets, Ingots and the likes that lack NEI Handlers.
719[ADDED] Small Ores for Salt and Rocksalt, and also Small Ores for Teslatite and Electrotine when their respective mods are loaded.
720[ADDED] Sticks to Worldgen, the same way as Rocks basically.
721[ADDED] Tooltips showing which Handle you need for a Tool Head, and if the Toolhead needs to be sharpened.
722[ADDED] Gem tipped Steel Pickaxes, which however only have a quarter of the Durability of their Full Gem Counterpart. Useful if you have flawed Gems (2 per Pickaxe) and don't know what to do with them. In order to make them you need Steel, so you need to be willing to "waste" 3 Units of Steel for making one. Also some Gems are NOT a good Idea to use for this purpose!
723
724
7256.05.33:
726[FIXED] Zombie Pigmen don't drop the same stuff I added to Zombies anymore. Instead they drop different slightly more Nether related things now.
727[CHANGED] Adventure Mode Axe is now Adventure Mode Knife.
728[CHANGED] Dirty Water and Seawater filled Wooden Buckets can be emptied by Sneak-Rightclicking.
729[ADDED] Fast Leaf Decay Functionality to all Trees now. It can be turned off in the Config if seriously needed. That makes the fast Leaf Decay Mod worthless to have since it's now integrated into GT6.
730[ADDED] Zombies can now drop regular Stone Rocks too, at the same chance the Flints are dropped.
731[ADDED] Coal and Lignite Rocks can be used for Torches btw. (forgot to add that to the changelog earlier)
732
733
7346.05.32:
735[FIXED] Bushes attaching to already attached Bushes, even though I only intended the grounded Bushes to be attached to.
736[FIXED] Juicer voiding excess Fluid if you juice too much Stuff at once.
737[FIXED] Mortar is now also craftable with Steel Ingots, not just Iron Ingots.
738[FIXED] Saplings were not burning as Furnace Fuel. Also fixed several burn Values for Wood related Blocks.
739[FIXED] Exploits regarding Wood and Iron Doors being worth 6 units even though some Mods add the x3 Doors Recipe of future MC Versions, ending up making it worth only 2 Units. I will x3 the Iron Door Recipe too from now on.
740[CHANGED] Regular Honey Combs and Wax Combs can now be done via Squeezer, Juicer and Mortar. Not just via Centrifuge. I only do the Forestry-Only Combs as a Centrifuge exclusive, because their thing is a Centrifuge aswell.
741[IMPROVED] Juices (but not Smoothies) have more Food Value now, so they are a bit more worth it.
742[ADDED] AE Presses can be made from Scratch using the Tier 3 Laser Engraver, making it more possible to disable those annoying AE Meteorites.
743[ADDED] Horses, Donkeys and Mules now drop Meat when killed. They will also drop more Meat if they have good Jump or Health Stats. (I intentionally left out the Speed Stat, because it's not variable for Donkeys and Mules)
744[ADDED] Zombies now have the following additional Drops when killed by a Player (Looting does not affect these chances): 25% Flint; 20% Stick; 10% Mud Ball; 5% Matches;
745[ADDED]
746Compass that actually points towards North.
747It even has a few Modes, like pointing into the direction that you Face like on a Map (aka inverse North) or pointing to Spawn like the vanilla Compass.
748Even to your latest Death Point, if you don't quit the Game like a whiny Ragequitter. Relogging without entirely closing the Client won't delete that Point.
749All Compass Modes aside from the North Mode are hidden from NEI.
750[ADDED]
751Tiny Rocks that are spread over most Biomes. Their worth is 0.25 Units of Material. (also ofcourse I got that Idea from Terrafirmacraft)
752They can indicate that there is a Large Ore Vein up to 25 Blocks below the Ground in a closeby Chunk, if the Rocks themselves contain a certain Ore.
753Some Rocks are also dropping Flint, that can be used for Flint Tools. There is a 1 in 32 chance that the Flint will be a Meteoric Iron Rock instead (I also tweaked Meteoric Iron and Meteoric Steel).
754Other will just be literal Rocks that can be used for some early Tools but not for Swords or Knifes. They can also be crafted into Cobblestone Blocks if you got 4 of them.
755The Coal Variants can be burned in a Furnace too, if you desire to use them that way.
756It should be possible to find those Rocks in the Nether and the End aswell, just not that abundantly.
757Rightclicking will directly insert the Rock into your Inventory, but I would use a Fortune Pickaxe on it instead.
758
759
7606.05.31:
761[ADDED]
762A Config to use Electric Cables from GT6 as RF Emitters (1EU:4RF Ratio so it is 1:1). Placing Stuff adjacent to a GT6 Battery Box or Dynamo will work too.
763You can power most random RF Mod Stuff with GT6 EU using this Config (but NOT the other way around!). If anyone prefers this kind of Compat over the inbuilt Engine RF Compat, they can turn it on.
764Note that it will not convert EU to RF for GT6 Machines that happen to accept RF (such as the RF Converters), unless you have a RF Conductor inbetween. This is because my Stuff always prioritizes my own Interfaces and not the RF ones.
765
766
7676.05.30:
768[FIXED] Basic Machines when they got interrupted, while having the Running Possible Circuit on them, were not restarting as soon as possible, unless you inserted somethign that would match the recipe.
769[FIXED] A ton of Bugs regarding the recharging from IC2 Battery Armor Pieces.
770[FIXED] Several Issues that happened when no version of IC2 was loaded, and reworded the Requirements List on the Download Page to reflect this fix.
771[FIXED] Engines were not working with the Adjacent Machine ON/OFF Functionality.
772[CHANGED] Clay Jug and Clay Measuring Pot Recipes now require the Rolling Pin to be made aswell (in order to flatten the Clay easier before shaping it).
773[CHANGED] Flint Tools, except for the Pickaxe, the Sword and the Club, can now be made in a 2x2 Grid (I made every Flint Tool only require one Stick/Bone, just like regular GT6 Tools do, since those are also 1xHandle + 1xToolHead)
774[CHANGED] Sneaking while rightclicking a Dust Funnel with a Monkey Wrench will now cycle backwards through its Modes.
775[ADDED] Battery Boxes can now finally charge and decharge IC2 Items, I made the Tier conditions very loose, so you can do MV Stuff in LV and vice versa. Note, that Energy and Lapotron Crystals will not work in them and are blacklisted. However the Armor Pieces are not blacklisted.
776[ADDED] Jugs and Measuring Pots can now fill Growthcraft Rice Paddies with Water by clicking the Rice ontop of the Paddy. It will reduce the Water content by up to 70 Liters for a fully dry Paddy.
777[ADDED]
778Brown Clay Blocks, aside from being Brown-Orangeish they are almost exactly like normal Clay Blocks.
779This variant is slightly different as it contains Potassium instead of Sodium.
780The Lithium Content stays the same as the one of regular vanilla Clay.
781It is possible to generify any Brown Clay into vanilla Clay, what essentially would be able to turn its Potassium into Sodium, but that would be pointless considering how infinite Sodium is through Ocean Water.
782[ADDED]
783Clay "Veins" below Grass in Plains and Savanna alike Biomes (Independant from the Ore Vein Generation Grid).
784It will generate 3 times more often with Brown Clay than with Vanilla Clay.
785So you can now have large 48m x 48m Clay Mining Pits that are at most 7m deep.
786I did this also because Clay is annoying to acquire when digging for it in Water, and because Bricks look nice as Building Material. Also also, Mesas shouldn't be the only Biome where you can get Mass amounts of Clay for Clay Dust.
787[ADDED]
788Mud Blocks, which will slow down anyone walking on them and are Spade compatible.
789Swampwater will turn all adjacent Dirt or Grass Blocks into Mud Blocks when updated or freshly generated.
790You can Plant Sugarcanes on Mud even without an adjacent Water Source.
791[ADDED]
792A Prototype for Berry Bushes (Prototype as in no Crossbreeding System what-so-ever for now, they DO Generate).
793The one you can get from the Creative Menu does not have a Berry assigned to it, just rightclick the Bush with a Berry of your choice to set it.
794There is no benefit in attaching a Berry Bush to another, it just looks better and has a smaller Size, while giving exactly as much as a regular sized Bush.
795They will generate in Forests and Plains with random Berry Type.
796
797
7986.05.29:
799[FIXED] Jugs and Measuring Pots crashing when rightclicking a TileEntity while filled with Water and with IC2Classic being installed instead of IC2exp.
800[FIXED] Club did not give Time to Strike Achievement.
801[CHANGED] You can now only drink from placed Jugs if you click their Top.
802[ADDED] Jugs, Cups and Measuring Pots now get filled with Water when they are in the Rain.
803[ADDED] Jugs and Measuring Pots can now fill Growthcraft Rice Paddies with Water, and that slightly more efficiently than Buckets, but as a slight downside not in a 3x3 Area.
804
805
8066.05.28:
807[NOTE] Before Updating to this Version it is advised to Update to 6.05.26 or 6.05.27 first for making sure the last Slot in the Cutter doesn't get filled with the Fluid Display Item. (I added one more Output Slot to it for the Bark)
808[REMOVED] The old 2D Measuring Pot and it's corresponding Item, that I once planned to use more, but that Idea got replaced entirely by 3D Fluid Containers instead.
809[CHANGED] Flint Tools can now not only be made with Sticks but also with Bones.
810[IMPROVED] Ore Byproduct List in NEI.
811[ADDED] Coal and Graphite Ores can now be bathed in HF to get more Graphite out of them.
812[ADDED] A Ceramic Jug for early drinkable Fluid Storage, that stores up to 2000L (can be filled by clicking Fluid Blocks, but won't place them in World). Also changed the Measuring Pot Recipe to no longer require a Bending Cylinder. Note, that a Jug can contain 2000L of Lava, what is more than a Crucible can hold at once (18 Units overall), so you cannot dump a full Jug into the Crucible.
813[ADDED] A Club (weapon) so that Bear989 can go full Caveman on Mobs with slightly higher Damage than a Sword. It works like a slow Pickaxe too, and it costs 6 Units of Material and crushes Blocks, just like the Hammer.
814[ADDED] Ore Blocks for PFAA Stones, even though GT6 disables Ores per default if PFAA is loaded. It somehow only grabs the 16x16 Textures when copying them. I guess that is some weird PFAA Render thing and therefore not really something to fix on my side without way too much effort.
815[ADDED] Vanilla Furnaces now require some sort of Firestarter in their Recipe to be crafted. (Matches, Flint&Tinder, Flint&Steel, Fire Charges and Lighters work too)
816[ADDED] Cinnamon Tree, that has Cyan Planks. Instead of Bark it drops Cinnamon when being unbarked. The Cinnamon won't regrow though, so you can cut the whole thing down anytime.
817[ADDED] Tree Bark. It can be outputted in half the usual amount by the Cutter when cutting non-debarked Logs, and it counts as a Dust. It can be used for Wood Pellets too.
818[ADDED] Dry Bark Version of the Firestarter. Dry Bark can only be gotten from debarking Dead Logs (which do spawn even in Deserts).
819[ADDED]
820Random rotten, dry (dead), mossy and frozen Logs to the Landscape.
821They don't count as Logs for the OreDict, but they do have Planks (which do count for OreDict)
8223 of them can be made using normal Logs in Machines.
823The Mossy ones spawn Mushrooms and Harvestcraft Mushroom Gardens ontop of them. So the original Mushroom Gardens, that don't really generate that nicely looking, could be disabled.
824[ADDED]
825Wood Beams for MC, IC2 and GT6 Logs, which are basically just Logs without Bark on them.
826Only used in Processing (gives +1 Plank) and as Decoration, not gonna do anything with Physics on them.
827They can be made by rightclicking a compatible Log with a Saw, Knife or Axe, the Axe only losing half as much durability as the others.
828Works with most Wooden Logs of other Mods, but will only result in a generic looking Wooden Beam (I tried my best to at least let the rotation match after rightclicking).
829[ADDED]
830Hydraulic Debarker.
831It is debarking Logs to not only get more Bark for your Bite, but also more Wooden Planks from your Logs in the Sawmill.
832It does work on all modded Logs too, but will only output a "generic" debarked Log in those cases that will give you a "generic" Wooden Planks Block.
833It has a left to right configuration in regards of Input and Output like the Sawmill, while auto-accepting Water from the top and rotation Power from the back.
834
835
8366.05.27:
837[IMPROVED] Some of the Swampwater and Oceanwater Worldgen. Also fixed Lighting in newly generated Oceans and Swamps, because Minecraft was very retarded.
838[ADDED] Dryer Recipe for Swampwater (less efficient in making distilled water than literally anything else, but it makes Dirt!)
839
840
8416.05.26:
842[FIXED] Lighting Issues in GT6 Dungeons, if they somehow aren't fixed in NEWLY GENERATED ones, please tell me.
843[REMOVED] The Recipe for the Actually Additions Fermenting Barrel, because it should not be THAT stupidly easy to make Oil.
844[REMOVED] The Supporter Lists are now no longer attempting to connect to Dropbox, if the normal connection to the GT Website fails (what never happened so far, but hey I'm paranoid), since the Dropbox Links are invalid anyways, because Dropbox sucks.
845[CHANGED] Doubled the amount of Samples in the Prospecting Behavior of Hammers. Note that Sample Count has nothing to do with the Range! The Range is still the same (as in dependant on the Tool Quality).
846[CHANGED] Ice Cream Recipe to require Cream instead of Milk. Also added Honey Ice Cream.
847[IMPROVED] The Nether portal Room now contains a Chest with matches and some Nether related Items, as well as a Netherwart Farm on the Walls to left and right.
848[IMPROVED] The Workshop Room now has a Bookshelf that is guaranteed to contain all the Main GregTech Manuals.
849[ADDED] Fat Stat to the now five Food Stats a Player can have (it's about Blood Fat, not Body Fat :P), which will cause a Heart attack if it gets too high (like if you eat 2 Bars of Butter in a row or something stupid like that).
850[ADDED] Twilight Forest Portal Room to the GT6 Dungeons (the Portal is not lit, but it is ready to just throw the Diamond in to activate it). It can only spawn if there is a Nether Portal or End Portal already and Twilight Forest is installed. There is also a Chest containing a Diamond, 16 Liveroots and a Twilight Forest Portal Manual (for people who dont know how to throw a Diamond into that Water Pool).
851[ADDED] Mystcraft Library Design to the GT6 Dungeons if Mystcraft is installed. Also added a Myst Portal Room, which can only spawn if an End Portal Room already exists.
852[ADDED] Dirty Water to Swamps. Remember Ocean Water? Dirty Water is similar, but won't spread towards Air and will fill Bottles and Buckets with Dirty Water.
853[ADDED] Ore Block variants for Granite/Diorite/Andesite of Chisel and Et Futurum, Marble/Limestone of Chisel and Abyssal/Quarried Stone from Railcraft.
854[ADDED] Medicine Bottles which are always drinkable regardless of Hunger Bar State.
855There is the healing kind with 20 Hearts, so it's useful for people who have more than 10 Hearts.
856And the Hunger Bar reducing kind aka Laxatives, which remove 10 Hunger/Saturation (and no, I will not add anything other than the Hunger Effect to the consumer of it!).
857
858
8596.05.25:
860[COMPAT] GT6 Shovels can now place Rice Paddies in Farmland, just like vanilla Shovels, and GT6 Wooden Buckets can fill them with Water (they apparently were already able to do that before).
861[FIXED] Gas Burners not working with the Adjacent ON/OFF Feature due to me forgetting about that Block.
862[CHANGED] You can now fill Wooden Buckets with Distilled Water, this however will un-distill the Water.
863
864
8656.05.24:
866[COMPAT] Growthcraft Community Edition is now more compatible. Like its Bamboo can now be used in a Coke Oven (I also added a Recipe for Biomes O'Plenty Bamboo for this purpose aswell)
867[FIXED] MV and HV Chainsaws consuming way too much Energy for Treecapitation.
868[FIXED] Control and Detector Covers which are placed on Universal Extenders which are placed on formed Multiblock Parts were not working, because the Multiblock Part didn't implement the Interface for that.
869[FIXED] Bottom Texture placement on the Multiblock Centrifuge being Mirrored along the Z-Axis.
870[FIXED] A Bug where Supporter Certificates were not given to people, who had a full Inventory at the time they were supposed to receive it, it will now wait until there is a Slot free for the Certificate to spawn in. You can delete "gregtech/certificates.support.dat" from your Save File if you want to reset the "already given" status for all Players.
871[FIXED] Oceanwater Block Render Issues with all the things (namely Underwater Plants), because Forge AGAIN royally fucked up the Logic behind certain checks, such as "shouldSideBeRendered" where it first checks "if (Block is not this) then abort checks" before performing the checks for "all the non-this blocks that could be there", resulting in absolute failure. Sadly I cannot fix that in other Mods, that add Fluids.
872[FIXED] Honey, again... Apparently there are now THREE fucking kinds of Honey in MC: Forestry Honey because they wanted to be different and chose to change it's name to "for.honey" (that was ages ago, but is still annoying as fuck), Biomes O'Plenty Honey because it uses the proper name that Forestry used originally ("honey"), and GrowthCraft Honey that wanted to be EXTRA SPECIAL and chose "grc.honey", because we obviously "don't" get serious compatibility problems, when there is multiple different kinds of Honey...
873[FIXED] Milk, for the same reason as Honey, since GrowthCraft wanted to be SPECIAL and chose "grc.milk", while Forestry and MFR used "milk"...
874[FIXED] Transformers and Battery Boxes turning on/off due to adjacent Machines auto-turning on/off when active/inactive.
875[FIXED] IC2 Machines not exploding when being overvolted by a GT Energy Emitter. Note, that it uses the GregTech Tiers of Voltage, so 64 EU/t is still fine for a 32 EU/t Machine, while 65 EU/t would blow it up for example.
876[CHANGED] GT6 Chocolate Bars can now be fed to Pets. I don't say it's a good Idea, I just say it is possible now, unless you have Actually Additions installed where I have to default Unification to its Chocolate Bar.
877[ADDED] Printer Recipes for Forestry Stamps and Letters. They are overall cheaper than the Crafting/Carpenter Recipes. Also some of them enable different Materials to be used, such as Silver, Zinc, Bismuth or Lead. It does check if the Stamp is even craftable before adding the Recipe. (Forestry disables 20n, 50n and 100n Stamps by default, because anything above 10n is useless in gameplay, but if they are enabled they will have Recipes)
878[ADDED] Butter and Salted Butter. Currently a Mixing Bowl and Centrifuge Recipe with Heavy Cream.
879[ADDED] Beet Juice (will be required instead of Beets for Distillation into Sugar)
880[ADDED]
881White and Red Grapes, with Crops, Juices, Smoothies, Wines and everything, simply because Growthcraft has Red Grapes and I only had Green and Purple. (also updated the Raisin Cookie/Dough Textures to reflect this colorful addition)
882Now Growthcrafts Grape Juice is the Purple one, Binnies old Grape Juices are Red and White, while the Green Grape Juice/Smoothie/Wine is just a GT6 thing now.
883Also Purple Grape Juice now turns into Ricardo Sanchez, what is a Wine that is named very similarily to a character in Rick&Morty. I got that Idea, because I literally saw a Bottle of it at home. (because people are gifting random Bottles of Alcohol to others during Holidays, that no one ever drinks, or that just get re-gifted)
884[ADDED]
885It was time that those get a bit updated, so GT6 Dungeons now spawn with the following Stuff:
886Colored Porcellain Cups and Coins in the Barracks and Libraries*, some of the Cups even being filled with a random Drink. (* = only with the Thaumcraft Library Design, Cups in any Library Design always have stretched Night Vision Potions, because that makes total sense, being a place where you need your eyes to read stuff)
887A new un-lit Nether Portal Room, similar to the already existing End Portal Room. (Does not always have to generate)
888The Crate Room now also contains Barrels and Drums with useful raw Materials (including Stainless Drums full of different kinds of Raw Oil).
889A Room with a Pool and random Glowtus Pads in it, which can contain up to 4 Chests with the Bonus Chest Loot.
890Barrels full of some randomly selected Drink for the Default Rooms. They can be Ironwood Barrels 33.3% of the time, and Purple Drink is the most likely Stuff contained in them compared to the others.
891A WaterDrum+Taps+Funnel+MixingBowl+Cauldron+BathingPot-Setup for the Default Rooms.
892A Corner to the Default Room, where there is the Safe, 3 Chests, a Crafting Table, a Mortar, some Coins, a Measuring Pot, an Advanced Crafting Table and 2 Mass Storages, which contain the Cobblestone Variant of the 2 Blocks that the Structure is made of (in order to make it easier to expand the Area)
893The T-Intersections in Corridors now have a few Coins and a Cup with a random Drink.
894
895
8966.05.23:
897[COMPAT] Actually Additions Stuff is a bit more supported now. (The 6 Crystals have fitting Materials now, and they can also be done in the Replicator as a special Recipe)
898[COMPAT] Binnies Mod Version pre-15 is supported now, but I wouldn't recommend updating to that one, unless you read its changelog and decide that you want it. You can just stay pre-14 with Binnie-Patcher, because pre-15 removes a ton of stuff such as all the Drinks, I will support both as far as possible.
899[COMPAT] Balkon's Weapon Mod is now better supported.
900[FIXED] Heavy Cream and Coconut Cream can now be made in a GT Mixing Bowl using a Stick made of Sealed Wood (stick not consumed in process).
901[FIXED] Sharpening Recipes for Galvanized Steel and other coated Stuff for Ingot->Rod and similar are now gone (since they didn't make sense)
902[CHANGED] The GT6 Oven now works slightly faster and consumes 256 HU per process instead of 400 now.
903[CHANGED] Scanners now give more and better Data of the clicked Blocks.
904[CHANGED] Debug Items in GT6 Blocks will prevent non-creative Players and Automation (such as Hoppers) from taking them out of their Slots, and Debug Items will not drop when the Blocks are broken.
905[ADDED] Crops and Bales for Rye, Oats, Barley and Rice. The Bales won't dry or rot in-world, just like vanilla Wheat Bales won't, so it's safe for decorational use.
906[ADDED] Grass Bales will show in their Tooltip if they will dry or rot.
907
908
9096.05.22:
910[COMPAT] Et Futurum Stuff, like GT6 Shovels making Grass Paths, and some minor Recipes.
911[FIXED] a Crash with Dual-Hotbars Mod.
912[FIXED] a Bug where too small Energy Packets were not accepted but they didn't dissipate either, resulting in Transformers getting stuck sometimes.
913[FIXED] Regular and Debug Scanner not scanning anything other than Crops, because the Cropnalyzer Behavior overrides everything.
914
915
9166.05.21: (already out, but its so late that I cant really write a Patreon post today anymore, that will be happening on saturday then when I am more awake)
917[COMPAT] Actually Additions Stuff is more supported now.
918[COMPAT] Big Reactors Stuff should be more compatible now. Also has Ore Processing Recipes similar to the Uranium/Uraninite related chain.
919[FIXED] Crucible Temperature, when inserting things hotter than the Crucible itself, doesn't instantly rise to the Temperature of the inserted Object anymore. (This makes making Obsidian Tools require a Burning Box or Heater below to run)
920[FIXED] GT Leaves should now respect the Fast Graphics Mode.
921[FIXED] Tools that can place Torches on Rightclick (Pickaxes, Shovels, Drills etc) can now place Glowstone Torches from Galacticraft.
922[CHANGED] If Actually Additions is installed, the IC2 Coffee Crop will switch to using the AA Coffee Beans.
923[CHANGED] Peanut Butter Recipe, so that Peanuts will output Nut Oil in Squeezer and Juicer again.
924[ADDED] Underground Biomes Rocks can now be generified into Vanilla Stone and Cobblestone.
925[ADDED] Boxinator can now make Scrapboxes and the Unboxinator now has a Fake Recipe in NEI for Scrapbox unboxing.
926[ADDED] The Large Steam Turbine now accepts Steam coming in from any of the 9 Frontmost Blocks, including from the Sides of those Blocks, meaning that you can now place them in a way that makes the Turbine visible (note: I still didn't do the Front Texture thingy properly). (note2: this Change doesn't affect the Distilled Water Output or any already existing or showcased Setups)
927[ADDED] The Sifter now gives Bait from Mariculture for all kinds of different Dirt Blocks, except Mycelium.
928[ADDED] Portable Scanner (works for Crops) and Debug Scanner back. The Debug one has Infinite Energy too.
929[ADDED] Portable Cropnalyzer, which is cheaper than the Portable Scanner, but only scans IC2 Crops.
930[ADDED] Electric Trimmer, which is working like an Electric Branch Cutter.
931[ADDED] Vanilla Cauldrons can now be filled with the Tap.
932[ADDED] Spades which can Silk Harvest Grass, Mycelium, Clay and Podzol. They are also faster than Shovels on said Materials (and faster on Dirt too).
933
934
9356.05.20:
936[FIXED] Transformers somehow emitting alternating current of twice their supposed Voltage.
937[FIXED] Batteries not being able to emit that last tiny bit of charge that is left over, even though they theoretically should be able to.
938
939
9406.05.19:
941[FIXED] Batteries and Tools effectively only having half the Electric Capacity due to both charging and decharging doubling up the Energy amount inside the Battery. (this cancelled out each other, meaning it was non-exploitable)
942[FIXED] Transformers in inverted Mode QUADRUPLED the Energy out of nothing since last update, if it didnt get limited by its internal Storage to do so.
943[FIXED] Cables no longer count Packets that aren't actually transmitted towards burning the Wires.
944[IMPROVED] The Generifier now has the ability to process multiple times in parallel similar to the Coke Oven, making it 100 times faster (not a joke, I made it able to process the same Recipe up to 100 times in one go). This should massively reduce the need for multiple Generifiers in Generic Juice Production (even though I made Generifiers a bit more useless with another improvement below).
945[IMPROVED] Juices don't have to be generified anymore in order to use them in a Fermenter for Biomass.
946[CHANGED] Battery Boxes can now charge/decharge Batteries with 2 Amps, IF THE BATTERY ALLOWS IT. All current Batteries will NOT allow it.
947[CHANGED] The amount of Juice that you get for each Fruit (most of the time increased). And GT Juice => Forestry Generic Juice is now always 1:1.
948[ADDED] Boxinator and Unboxinator can now handle 9 Dusts/Ingots/Gems/Plates/GemPlates <=> Storage Blocks.