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26.2-0.5_Alpha_2
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Changes
This release brings 26.2 up to date with 1.21.1-0.5 Alpha 2 and 26.1.2-0.5 Alpha 2. This release adds Natural Gas, reworks how Crude Oil generates underground, and rebalances the Combustion Generator so liquid fuels are worth the effort of making them. Worldgen has changed a lot, so please start a new world to see it.
Additions
- Natural Gas: a new raw petroleum resource. It's a purple coloured gaseous fuel. It is combustable in the Combustion Generator at 24 FE/t, making it better than Crude Oil, but worse than most refined fuels.
- Crude Oil and Natural Gas reservoirs: large aquafir-ledges-style underground pools of petroleum with a bitumin perimeter. Crude Oil reservoirs fill up to a flat exposed top, and Natural Gas reservoirs hang from cave ceilings to a flat bottom.
- Petroleum caves: small cave systems completely filled with Crude Oil or Natural Gas and sealed in a bituminous shell.
- Bituminous Gravel, Bituminous Sand, and Bituminous Red Sand: blocks that seal petroleum deposits. They don't fall like Saltpeter Ore. Mineble with a shovel, drops 3 to 7 Bitumen (scales with Fortune), or the block itself with Silk Touch.
- Bitumen: a new item. In the Centrifugal Separator, 4 Bitumen and a bucket give a Crude Oil Bucket, 2 Sand Dust, and a 25% chance of Carbon Dust.
- Crusher recipes for bituminous blocks: each sand variant gives 5 Bitumen and 3 Sand Dust, and the gravel variant gives 5 Bitumen with a 25% chance for a block of Gravel.
- Two startup config options for reservoir generation:
- "Cache Petroleum Reservoir Cells" is on by default and never changes what generates.
- "Fast Petroleum Reservoir Surface Sampling" is off by default. It's faster, but it may place reservoirs differently for the same seed. Recommended for lower-end PCs and servers.
Changes
- Underground Crude Oil Lakes are now sealed Crude Oil deposits. They're completely full of Crude Oil and wrapped in a bituminous shell, instead of being half full of air as before.
- Surface Crude Oil Lakes now have a bituminous rim that matches the ground it replaces: Bituminous Sand in Sand, Bituminous Red Sand in Red Sand, and Bituminous Gravel everywhere else.
- Each Combustion Generator burn now lasts 1600 ticks per cycle instead of 400, effectively buffing fuels by 4× per bucket. FE/t ratings are unchanged.
- Stronger oxidizers are now consumed at a lower rate. Each cycle now uses 250 mB of Compressed Air, 125 mB of Oxygen, or 25 mB of Dinitrogen Tetroxide.
- Liquefying Coal and Coal Coke buffed: 1 dust and 500 mB of water make 500 mB of Liquefied Coal or Coke (previously 250 mB).
- More Naphtha from Distilling Crude Oil. It now gives 125 mB of Light Fuel and 125 mB of Naphtha per 250 mB. (previously 200 mB and 50 mB).
- The Centrifugal Agitator now turns 500 mB of Red Fuming Nitric Acid into 125 mB of Dinitrogen Tetroxide and 375 mB of White Fuming Nitric Acid (was 25 mB and 225 mB from 250 mB).
- JEI now shows fluid amounts for tank inputs and outputs on the Combustion Generator, Blast Furnace, and Sawmill recipes.
- Gaseous blocks no longer count as air in the code due to certain technical limitations in 26.1+. This change should not affect normal gameplay.
Fixes
- Fixed Crude Oil Geysers leaving a ring of stone in the underground blob.
- Fixed JEI's Combustion Generator ignoring oxidizer when it showing energy per bucket.
- Fix Gaseous Fluids not spreading upwards to max world height.
Notes for modpacks and datapacks
- Oxidizer fluid data (
fluid_data/oxidizers/*.json) now needs anamountfield, the mB used per burn cycle. Custom oxidizers without it fail to load. - The "Fixed Process Time" config is now in ticks per 250 mB burn cycle instead of per bucket. If your pack changed it, divide your value by 4 to keep the old balance.
- Custom
fuel_combustionrecipes that specify 250 mB of oxidizer won't start a burn cycle until the oxidizer tank holds at least 250 mB, even with Oxygen or Dinitrogen Tetroxide. Lower the recipe's oxidizer amount to 25 mB to match the updated built-in recipes. - Worldgen changed a lot. If you adjusted worldgen, test your changes in a new world.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:FY87QDxY:wpaxvFGI"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:FY87QDxY:wpaxvFGI"
}

