ChangeLog
Version: 1.1.3.a
ADDITIONS:
- added Creative Chest, Creative Tank
- added a title bar and new multiblock part selector to machine UIs
- added world accelerators
FIXES:
- fixed crashes related to KubeJS recipe loading
- fixed ore block maceration not working
- fixed high tier tools (duranium, neutronium) not working
- fixed electric furnace / multismelter recipes not working
- fixed transformers always having 1A storage
CHANGES:
- replaced Tungstensteel coils with RTM-Alloy coils
- updated Russian and Chinese translations
ChangeLog
Version: 1.1.3
ADDITIONS:
- in-world multiblock preview
- all machines now have an overclocking logic by default
- added a way to change a ToolProperty's types
- added a way for tools to have "subtypes", eg LV wrench -> wrench
- made KJS recipes able to have subrecipes, like DT -> distillery
- added
setMaterialSecondaryARGB
for changing a material's secondary color
FIXES:
- fixed cover placement on pipes picking a random face
- fixed custom fluid textures not working
- fixed power being transfered through nonconnected pipes
- fixed the planks TagPrefix
- fixed rubber logs not being burnable
- fixed crash when registering fluids
- fixed steam miner venting every tick, and not consuming any steam
- fixed machine UI layout sometimes being offcenter
- fixed electric tools getting -1/-1 energy when changing the tool head
CHANGES:
- deprecated the PA for removal in a future update.
- made recipe lookup be 500-900% faster!
- combined cover configuration UI and output configuration UI into one
ChangeLog
Version: 1.1.2
CHANGES:
- remade machine GUIs
- added tabs for auto IO, covers instead of the old popup windows
- removed the dark backround from machines
- added custom durability & energy bars for items, tools
- removed deprecated
GTRegistries.MATERIALS
- use
GTMaterialRegistry.getRegisteredMaterials()
if you want to loop over all materials in KubeJS - use
GTMaterialRegistry.getMaterial('modid:material')
if you want to get a specific material in KJS
- use
- added KJS binding for
ToolProperty
so you can add tools to materials easier - remade how pipes are implemented
- WARNING: YOU MAY NEED TO REBUILD YOUR PIPE NETWORKS
- fixed long distance pipes not being mineable
FIXES:
- fixed blocks requiring a tier above the usual to mine them
- fixed material items' overlay layer being colored wrong
- fixed all chest loot having NBT applied to it
- fixed drill body texture being colored wrong
- fixed addon lang generator failing if you try to override an autogenerated value
- fixed bed recipes with
harderMiscRecipes
config being enabled - fixed crash with JEI
ChangeLog
Version: 1.1.1
ADDITIONS & CHANGES:
- added electric tools
- added some validation for the KubeJS ore TagPrefix builder
- added recipes for clearing NBT
- added support for more material colors
- added minecart wheels
- rebalanced some early-game fluid pipes
- improved Russian and Chinese translations
- added chest loot
- added flint tools
FIXES:
- fixed distinct buses not working after reloading the world
- fixed overclocking for the processing array
- fixed active transformer not moving energy in certain situations
- fixed laser pipes not working
- fixed crashes related to several configuration options
- fixed block culling for frame blocks
- fixed config initializing twice in certain situations
- removed extra outputs from macerating raw ores (the multiplier is already applied while mining)
- added missing hard recipes when their respective config options are enabled
- added missing muffler hatch to the cracker's multiblock preview
ChangeLog
Version: 1.1.0
we have dropped supporting fabric as the maintenance burden was high, and only around 1% of the playerbase used it.
"you are dead" - Engineer TF2
FIXES:
- fixed hoes not being able to hoe the ground
- fixed EMI crashes when clicking in a GT crate and when viewing recipes from the crafting tree
- fixed issues with tool repairing (infinitely duping tool repair recipe, electric tools can be repaired... etc.)
- remade how ore blocks are rendered
- removes xray from block selection outline
- fixes ores being transparent underwater sometimes
- fixes some other issues with ore models
- fixed structure blocks not being able to rotate GT machines
- fixed conveyor covers on pipes not working before looking at the pipe
- fixed transfer amounts when using tag filters in robot arms and fluid regulators
- fixed surface indicators generating if the ore vein's center would have generated above ground
- allow energy detector covers to be placed on power substations
- reduced the firebox requirement on large boilers from 4 to 3 after recently requiring a maintenance hatch
- fixed GT tools showing up in every creative tab
ADDITIONS:
- full chinese translations of every compass page
- added the 2nd decimal to output chance tooltips
API CHANGES:
- remade the material registry to support custom namespaces
- alleviates material conflicts
- made material colors, components modifiable
- deprecated IGTAddon#registerMaterials in favor of a
MOD
bus event. - material items now register per-mod instead of all into GT's registry
- they are still accessed through GTItems & GTBlocks, though
- materials' names are now autogenerated for you, don't have to register them yourself anymore. except if you want to override one.
- any TagPrefix can now have a block!
- remade how ore stone types are registered (cleaner now. no need to call so many builder methods yourself.)
- removed TagPrefix.LoaderType as we only support forge now.
- moved GTRegistries#REGISTRATE to GTRegistration#REGISTRATE
- GTCEu#isHighTier() is now in GTCEuAPI#isHighTier()
- made addons able to set custom material amounts for any prefix + material combo.
- do this in PostMaterialEvent
- changed how ignoring a material registration with TagPrefix works, to allow other mods' items to be used as the replacement.
- this is done via using a
Supplier<ItemLike>
(for example() -> Items.ITEM_HERE
) instead of the raw item/block instance.
- this is done via using a
ChangeLog
Version: 1.1.0
we have dropped supporting fabric as the maintenance burden was high, and only around 1% of the playerbase used it.
"you are dead" - Engineer TF2
FIXES:
- fixed hoes not being able to hoe the ground
- fixed EMI crashes when clicking in a GT crate and when viewing recipes from the crafting tree
- fixed issues with tool repairing (infinitely duping tool repair recipe, electric tools can be repaired... etc.)
- remade how ore blocks are rendered
- removes xray from block selection outline
- fixes ores being transparent underwater sometimes
- fixes some other issues with ore models
- fixed structure blocks not being able to rotate GT machines
- fixed conveyor covers on pipes not working before looking at the pipe
- fixed transfer amounts when using tag filters in robot arms and fluid regulators
- fixed surface indicators generating if the ore vein's center would have generated above ground
- allow energy detector covers to be placed on power substations
- reduced the firebox requirement on large boilers from 4 to 3 after recently requiring a maintenance hatch
ADDITIONS:
- full chinese translations of every compass page
- added the 2nd decimal to output chance tooltips
API CHANGES:
- remade the material registry to support custom namespaces
- alleviates material conflicts
- made material colors, components modifiable
- deprecated IGTAddon#registerMaterials in favor of a
MOD
bus event. - material items now register per-mod instead of all into GT's registry
- they are still accessed through GTItems & GTBlocks, though
- materials' names are now autogenerated for you, don't have to register them yourself anymore. except if you want to override one.
- any TagPrefix can now have a block!
- remade how ore stone types are registered (cleaner now. no need to call so many builder methods yourself.)
- removed TagPrefix.LoaderType as we only support forge now.
- moved GTRegistries#REGISTRATE to GTRegistration#REGISTRATE
- GTCEu#isHighTier() is now in GTCEuAPI#isHighTier()
- made addons able to set custom material amounts for any prefix + material combo.
- do this in PostMaterialEvent
- changed how ignoring a material registration with TagPrefix works, to allow other mods' items to be used as the replacement.
- this is done via using a
Supplier<ItemLike>
(for example() -> Items.ITEM_HERE
) instead of the raw item/block instance.
- this is done via using a
ChangeLog
Version: 1.0.20.b
- fix tools deleting chest loot
- add way for addons to register custom ore veins
- fix addon tooltype registration issue where tagging methods were inaccessible
- add solar steam boilers
- fix wirecutters not being usable whilst sneaking
- change IV tooltip color to lighter blue for better readability