- Facades can now mimic any solid block
- Technomancy armor (goggles, propeller pack, toolbelt, enviro-boots) now break like normal armor when they run out of durability, instead of having an inactive 'damaged' state that can still be repaired
- Technomancy armor that hasn't been upgraded with netherite now has durability and can break. It has as much durability as diamond armor and can be repaired with bronze ingots. Netherite-upgraded technomancy armor still has netherite-tier durability and is repaired with netherite ingots *Temporal accelerators will not apply additional ticks to entities if they leave the area of effect during the accelerated tick. This does respect other temporal accelerators, so adjacent temporal accelerators will smoothly combine their areas of effect -Temporal accelerators no longer stack their effects if they overlap -Removed the crafting recipe for the distributed temporal accelerator (sped up time over a full chunk)
- Fixed time beams applying the incorrect level of time acceleration
- Fixed readout on stirling engine temperature swapping the side and bottom temperatures
- Fixed many Crossroads armor items not doing their effects properly
- Fixed alchemy reaction vessels not doing reactions *Added a logo file to the mods description
*Improved information in JEI for alchemy reactions (courtesy of The-Minecraft-Scientist) *Improved the ability of expansion beams to place blocks on partial blocks (slabs, farmland, etc). Should make it easier to use expansion to plant seeds *Increased range of expansion, back to sqrt(power) from sqrt(power)/2 *Fixed incubator recipes only working once *Fix a issue with chunk unloading of beam blocks, fixing a crash with another mod *Creepers which explode themselves can now respawn if they have souls (previously they only respawned if killed)