rftools-1.9.0-4.23beta35.jar
on Jan 26, 20234.22beta35:
- Fixed a bug with powercells not being correctly registered as being advanced. This could cause wrong power values to be used sometimes
- Added waila information on RF/t per side as well as extraction cost
- Made the powercell code more robust by fully updating the network if blocks are added or removed
- New version of mcjtylib with a feature from mezz to push aside the JEI buttons for the RFTools side buttons so they no longer overlap
- Elec332 also cleaned up the preferences handling (for gui style) in McJtyLib. This is why version McJtyLib beta10 is now required
rftools-1.8.9-4.23beta35.jar
on Jan 26, 20234.22beta35:
- Fixed a bug with powercells not being correctly registered as being advanced. This could cause wrong power values to be used sometimes
- Added waila information on RF/t per side as well as extraction cost
- Made the powercell code more robust by fully updating the network if blocks are added or removed
- New version of mcjtylib with a feature from mezz to push aside the JEI buttons for the RFTools side buttons so they no longer overlap
rftools-1.9.0-4.23beta34.jar
on Jan 26, 20234.22beta34:
- Removed unneeded retrogen spam
- The modular storage block looks at least a little bit nicer but the overlay isn't working
- Several model fixes
- Worked around the problem that SoundType.getBreakSound() is client-side only. This should make rftools builder work on servers
- Fixed shield block rendering (shouldSideBeRendered)
rftools-1.9.0-4.23beta33.jar
on Jan 26, 2023First release of RFTools for MC 1.9
rftools-1.8.9-4.23beta33.jar
on Jan 26, 20234.22beta33:
- All logic blocks can now be placed on walls and ceilings. The placement system has also changed. The side that you point at will be the side on which the logic block is placed. The direction of the logic block depends on where you click on the block. The output side of the logic block (i.e. the orange arrow) will be point in that direction.
- Use the wrench to rotate the logic block on its side.
- New 3 logic gate that can combine 3 inputs into one output in a very flexible manner.
rftools-1.8.9-4.23beta32.jar
on Jan 26, 20234.22beta31:
- Fixed a crash bug with the shield.
rftools-4.23.jar
on Jan 26, 20234.23:
- The RF Monitor was not properly handling ultra large RF.
- Health boost 2 was much more expensive then health boost 3 dimlet. Oops
- Fixed a possible crash bug with the builder if you pressed the anchor button with a none initialized shape card in the slot
rftools-1.8.9-4.22beta31.jar
on Jan 26, 20234.22beta31:
- Fixed a crash bug with the shield.
rftools-1.8.9-4.22beta30.jar
on Jan 26, 20234.22beta30:
- Fixed the average power calculation when having a mixed advanced/non-advanced powercell multiblock
- Show ownerinformation now for powercells in WAILA tooltip
- Sneak-wrench a smartwrench in select mode on a powercell will dump where all the blocks are. This is handy for finding out where all the power is going
- Keep statistics on insertion/extraction from a cell. Every powercell now keeps track of how much energy it has received or send out (from that block). This is also shown when dumping statistics.
- Added protection when swapping out screen modules (wrong data for the given module). This could cause crashes
- RF/t (and other per tick calculations) for the screen modules are now much smoother and work better when multiple persons are online
- The RFTools shield is back. Block mimicing and colored shields are not yet done. So for now you can only get the white transparent looking shield and an invisible shield. All other features work (that includes building shield shapes with templates, using the shape card, killing mobs, ...)
rftools-1.8.9-4.22beta28.jar
on Jan 26, 20234.22beta28:
- Added a new advanced powercell that can store 4 times as much RF (2000000) as the normal one and also has 4 times as much RF/t transfer rate per side (20000 RF/t)
- Improved the textures of the powercells a bit
- The powercells can now also charge items (like the coal generator) and do so much faster
- The powercell tooltip shows how much can be stored in it
- Some recipes in the manual show correctly again
- Fixed a bug where it was not possible to use right click the redstone transmitter on another transmitter or receiver to copy the channel
- Several recipes for the screen redstone modules (button, counter, ...) where missing
rftools-1.8.9-4.22beta25.jar
on Jan 26, 20234.22beta25:
- Ported the RF and liquid monitor blocks from 1.7.10
- Completely new and reworked screen module API to make it easier for modders (including myself) to make custom screen modules that are compatible with RFTools screens
- RFTools inventory now properly implement the new item handler system.
rftools-1.8.9-4.22beta22.jar
on Jan 26, 20234.22beta22:
- Item module for screens should now work with inventories that only support the new capabilities.
- Screen modules that show extra info should work again (i.e. showing RF, fluid amount, items in inventories, ...)
- All RFTools blocks that have an inventory should now also work through the new item handler capability.
- Ported the RF power relay back from 1.7.10.
rftools-1.8.9-4.22beta20.jar
on Jan 26, 20234.22beta20:
- Fixed a compatibility problem with rftools dimensions that came up when trying to place a linked powercell that was not connected to the rest
- Added Chinese translation
rftools-1.8.9-4.22beta18.jar
on Jan 26, 2023Version 4.22beta18:
- This version needs McJtyLib 1.8.1beta6 and uses the new official RF API. Do *not* add this mod to your modpack unless you have confirmed that all other RF using mods have been ported or work on the new API!
rftools-1.8.9-4.22beta17.jar
on Jan 26, 20234.22beta17:
- Tried to improve the way blocks are voided (with the builder)
- Added a new config option for the builder to control if tile entities should be skipped or not. By default this is set to true (old behaviour) but you can set it to false if you want to be able to mine ores that are tile entities. Be careful as with this set to false the quarry will mine any tile entity it finds except for the ones in a 3x3x3 around the builder itself
- Fixed a possible TE registration problem which could cause conflicts with other mods (there was no such case but it could happen)
rftools-4.22.jar
on Jan 26, 20234.22:
- Made the code to fire the endergenic monitors more robust. This should hopefully prevent the need of having to place them back when the world reloads
- Simplified the dimension monitor, ender monitor, counter, redstone receiver, sequencer and timer blocks. Hopefully this also prevents accidental chunk loading that occured with the rftools village house (was using the sequencer)
- Made the way voidable blocks are checked more robust (for the builder)
- Added a new config option for the builder to control if tile entities should be skipped or not. By default this is set to true (old behaviour) but you can set it to false if you want to be able to mine ores that are tile entities. Be careful as with this set to false the quarry will mine any tile entity it finds except for the ones in a 3x3x3 around the builder itself
- If the terrain for a dimension is void and you didn't specify and material or liquid then it will always be generated as stone/water to prevent unwanted big costs
- Added a workaround for some mods which don't seem to behave right with respect to overriding biome generators (climate control?)
rftools-1.8.9-4.21beta16.jar
on Jan 26, 20234.21beta16:
- Forgot the crafting recipes for the shape cards
rftools-1.8.9-4.21beta15.jar
on Jan 26, 20234.21beta15:
- Ported the builder with almost all functionality from 1.7.10 to 1.8.9. The only thing not working is rotation. Normal move/swap/copy/quarry/void/build should all work.
- Added a new powercell. This is both an energy storage solution as well as a way to 'teleport' RF power to other locations (with a small cost associated to that).
- You can configure the sides of the powercell to be 'none', 'input', or 'output' (right click with wrench or set all sides at once with the GUI).
- A powercell can be used locally (without inserting a powercard). In that case it just stores up to 500000 RF locally.
- If you use a powercard then as soon as you insert it into the powercell the card will get a new unique ID. You can then put other cards into the right slot of the powercell GUI to copy that ID. If you then put those copies in other powercells they will share the same energy and form a multiblock. These other powercells don't have to connect. They don't even have to be in the same dimension (but read about the cost of doing that later). The total size of energy you can put in such a connected powercell grid is the number of cells multiplied with 500000.
- If you have a connected powercell and then remove the card then it will retain it's energy (the total energy divided by the amount of blocks that the grid had before) and the energy that is now local will be removed from the grid. If you then re-insert the card the block will be added to the grid again and the energy that was local will be added to the grid energy.
- Connected powercells have power transfer without cost. But as soon as the grid is disconnected in some way there will be a cost. This cost is calculated based on distance between connected subparts of the grid. For example, if you have 10 cells connected to each other and 1 cell a long distance away then extracting energy from that single block will be more costly then extracting energy from the 10 connected cells. The reason is that more power is stored in the 10 cells relative to the total amount so it can get to it faster if you extract it from there.
- By default the maximum distance is 10000 blocks (transfer between dimensions is also capped at that distance). Distances bigger then that will not cause a bigger cost. At this maximum distance the cost factor is 10% by default. That means that if you have a single power block in the overworld and a huge collection of cells in another dimension then you will pay close to 10% extra for energy that you extract (it is not exactly 10% since the cell you have locally brings the cost down slightly).
- Transfering powers over great distances works better in dimensions that are powered by RF. For that reason it is more efficient to have powercells in RFTools dimensions. If you transfer power from an RFTools dimension to the overworld the cost is half. If you transfer power between RFTools dimensions then the cost is only 25%.
- Infusing a cell will further reduce the cost of transfering energy up to 50% (for a 100% infused cell). This infusion process has to be done on the cell from which you are extracting energy. The infusion levels of the other cells doesn't matter.
- By default a powercell can output 5000 RF/tick per side (configurable). Infusing the cell to 100% will raise that to 7500 RF/tick.
- Note about efficiency: a big multiblock with powercells spanning lots of dimensions and having hundreds of cells will keep on working even if most of those cells are not chunkloaded. You even have access to all the power in the grid without having the need to chunkload every part of the multiblock. Of course unloaded powercells cannot get new power themselves but they can get new power through other cells that are loaded.
rftools-4.21.jar
on Jan 26, 20234.21:
- Fixed a possible bug with silk harvest quarry trying to inject itemstacks with an invalid item
- Possibly fixed chunkloading related crashes in the RFTools builder
- When cleaning up dimensions added a null check to prevent a weird crash in weird circumstances
rftools-1.8.9-4.20beta14.jar
on Jan 26, 20234.20beta14:
- Added /rfttp tp and list commands
- Added a new method to remove all destinations from a dimension
- Needed for latest RFTools Dimensions