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
ChangeLog
Version: 1.0.20
WARNING: THIS RELEASE BREAKS MOST EXISTING TOOLS! The tool rework unfortunately requires some breaking changes. You will still have your tool items and may still use some of them in crafting recipes, but you will need to craft the ones you're actively using again to regain functionality.
Additions:
- port missing tooltips from 1.12
- add maintenance to large boilers
- add shape info to all machines using coils
- mark multiblock info blocks as inputs for the recipe viewer pattern preview
- add UHV+ electric motors
- add initial Russian translation
Tool Rework:
- revamps tools, bringing parity with 1.12 (except electric tools)
- adds spades, an AOE shovel
- adds functionality to most tools that were missing it previously
- colored crowbars
- fixes some tools' block break times etc.
- brings parity with forge & fabric on some tool-related functionality
- fixes some issues with crafting tools
- AOE tools now work in creative mode
- wrenches now rotate blocks other than GT machines
- crowbars now rotate rail blocks
- plungers made from different rubbers now have different durabilities
Fixes:
- fixed certain ore veins being too small
- fix LuV prospector recipe
- fix EMI screen loading error
- fix diodes being reset to 1A on chunk load
- fix diodes not being able to transfer more than 8A
- fix surface rocks not breaking when their supporting block is broken
- fix crash when placing pump covers on fluid pipes in certain cases
- fix voiding mode not working in quantum tanks
- fix charger not dropping contents when broken
- fix missing transfer size input in robot arms and fluid regulators, when a tag filter is used
Notes for addon devs:
- GTItems.TOOL_ITEMS is now a table<Material, Type, Tool item> instead of the old <Tier, Type, Item>
- torch placing with pickaxes is currently disabled as none of us can find a fix for it deleting the tool.