使用提示
  • 单击一个日志展开日志详细信息
关于日志
  • 更新日志是百科模组资料分类的标准之一,所以老旧的日志也需要添加。
  • 编辑员可到后台对日志进行排序。
[ 进入管理模式 ]
[ 退出管理模式 ]

[COMPAT] Binnies Mods Recipes for the GT Centrifuge, addition of Item Data and similar things. [FIXED] Balance on creating Distilled Water from Crops and Seawater. Regular Vanilla Water => Distilled, is left untouched. [REMOVED] Mortar Hand Tool variant. [ADDED] Made Chances Tooltip in NEI Recipes "Blink" Cyan and White, so that they are more easily visible. [ADDED] Redstone Torches can now be used on GT Redstone Wires as Cover to invert the outgoing Redstone Signal.

[FIXED] Pump missing Animated Front Texture.
[FIXED] Empty Boilers not exploding when heated up too much.
[FIXED] Item-O-Meter and Stack-O-Meter not checking all Slots, when the Side they are attached to doesn't display any Slots, and Sensors in general not updating when the Value they selected is 0.
[ADDED] GregTech way of creating all 13 Forestry Electron Tubes and the IC2 Hydration Cell.
[ADDED] Measuring Pot can now water Crops. Works with distilled Water too.
[ADDED] Hammering of chipped Gems into Dust.
[ADDED] Quicksilver Thermometer to measure Temperature in a more mobile fashion. (it is also part of the Thermometer Sensor Block Recipe now)
[ADDED] Redstone Emitter Cover, which emits a constant Redstone Signal. The Cover can also be placed on coverable non-ticking Blocks.

[IMPROVED] Website a lot and also added more Links towards it on other places, since apparently some Modpack Users don't know where their GregTech Jar File comes from. So yeah, that is also an important thing to do. Now there is a List of recommended Mods on the Downloads Page, the Paypal Buttons aren't german anymore and they accept both, $ and € (was a bit of a hassle to actually find the proper options). [CHANGED] Hiding a few Materials from NEI, depending on if they are used or not, the Materials will ofcourse still stay available, because I will never remove them entirely! [ADDED] Mode for Hoppers to insert exact amounts instead of divisible amounts, using Monkey Wrench. [ADDED] Config to turn off Ocean Water spreading to Air Blocks within Ocean alike Biomes. [ADDED] Update Notification for Major Updates, once they are ready and tested (including a link to both, the Website and the Config File to turn the thing off). The regular weekly updates don't count as major, so it won't spam you every week. Also older Versions than this one won't display an update notification. [ADDED] Infinite Lava Springs and Infinite Water Springs (the way I do it for Oil already) to the Worldgen in form of additional Water and Lava Pockets. [ADDED] Pump for getting rid of large Bodies of Fluid. It is powered by Rotation Units (RU). The Range is 64 Blocks in every horizontal direction, and "infinite" in the vertical direction. You need to place it adjacent to the Lake in order to pump from it, it will not use Mining Pipes or anything like the GT4 variant. Fluid Block Input on Front, Energy Input on Back and the Sides are Fluid Output.

[FIXED] Burning Boxes working under Water. [FIXED] Covers being placeable ontop of Advanced Crafting Tables. [FIXED] Oil flowing way too slow in most cases, because adjacent Oil Blocks didn't get updated properly. [FIXED] Mortar requiring Steel instead of Iron. [FIXED] Pressure Valve not working with Liquids if its output is connected to a Tank. [FIXED] EnderIO Conduits draining infinite Items from Mass Storages. [REMOVED] Hand Crafting Recipes for all Circuit Wires except the Copper ones. [ADDED] The Loom can now bundle Wires. [ADDED] Electric Hand Mixer, so you don't consume your Food Bar when using the Mixing Bowl. Yes it is as semi-useless as it sounds, but its cool, mkay! [ADDED] Laminator, which covers Objects in a Material. It's Heat Powered (HU) Coats Wires with Rubber, Pistons with Resin/Slimeballs, Leather with Wax (Harvestcraft), Refractory Wax around Forestry Woods to Fireproof them (is even slightly cheaper due to not needing Glass).

[FIXED] Some Bugs that I found in the new Food Stat System, like Nausea not working properly due to having a too low duration.

[FIXED] Zirconium not having all the Gem Types available. [ADDED] GregTech Machines/Wires/Pipes/etc. can now also be painted by bathing them in Dye (4 times less efficient than Spray or the IC2 Painter), and unpainted by bathing them in Chlorine. [ADDED] 4 Apple Crops in the colors Green, Yellow, Red (vanilla apple) and Dark Red. [ADDED] Mortar as a Block. Has now infinite Durability but has downsides regarding Recipe Output being low in some cases, and it requires a lot more Food to use it than the other Tool Blocks. It works like the Juicer, but without Fluid Output. [ADDED] Hidden Stats to Players, like how much Alcohol/Caffeine/Salt/Sugar they consumed recently, and giving them positive and/or negative Potion effects based on those Stats. The Cure-All Pill will reset all those Stats. It works on Vanilla, GT and some random other Foods so far.


[FIXED] An Issue that a lot of Recipes didn't generate anymore.

[FIXED] A lot of tiny Issues, especially with the Seawater. (including BC Pumps hanging up)
[FIXED] The Mystcraft Dummy Dimension generated GT Ores, which it couldn't use anyways, meaning Mystcraft "baking a Cake" caused a lot of unnecessary Lag. I disabled most, but not all GT Worldgen from that check.
[CHANGED] Byproducts of Tin and Cassiterite Ore. Both have the same Byproducts now.
[ADDED] Wooden Buckets for the IHL Rubber Sap and Spruce Resin Fluids. Also added Creosote alike Torch Recipes for them.
[ADDED] Sifting Cassiterite or Tin Ore has the chance of giving Zirconium Gems.
[ADDED] Some more Chemistry regarding Fluorine and Stuff that contains it.
[ADDED] Conveyor Modules Cover Functionality back.

[NOTE] Now that I added infinite Seawater, I would recommend you to look into the CodeChickenCore.cfg and set "finiteWater" to true, so that vanilla Water isn't infinite anymore and you need to distill easily accessible Ocean Water if you want infinite H2O. ;)
[FIXED] Scoop not catching Butterflies like intended. Needs testing if it still works though. The Bug was that I forgot to actually add the catching Behavior itself to the Scoop.
[CHANGED] Silicon Dioxide => Silicon now requires Carbon in the Crucible instead of the Electrolyzer.
[CHANGED] Hydrochloric Acid is needed to process Borax now. Electrolyzing it directly is no longer possible.
[CHANGED] The Asphalt Block Recipe to require molten Asphalt and Stone in a Mixer, similar to the Recipe of C-Foam Fluid, including the pre-dyed variants.
[CHANGED] Glass Bottle Behaviour regarding Ocean Water, and also made the Glass Bottles consume the regular Water Block when rightclicking with them (you get up to 3 Bottles at once from that).
[ADDED] The Drain now no longer deletes the Water Blocks when pointing into a River Biome.
[ADDED]
Ocean Water Blocks, I call them Seawater sometimes.
Will spread similar to MC Alpha Water, but with more restrictions such as needing to be in Ocean or Beach Biomes or having to be in the vanilla infinite Water constellation and especially no way to place them down manually. I hope I also disabled them in Floodgates and similar, but I didn't test that.
They will also contaminate normal vanilla Water Blocks. Previously generated Oceans might take a while to be contaminated, once they get in contact with the newly generated Ocean Water.
River Biome Water is mostly immune to contamination, since it is a commonly known fact that Rivers flow into Oceans and not out of Oceans. But I needed to add a Mechanic that kills "Mid-Ocean-River-Biomes", so the Oceanwater is able to go a few Meters into the Rivers.
They copy the Texture of regular vanilla Water (they just make it a bit darker), meaning they are Resource Pack compatible.
Ocean Water can be dried or electrolyzed to get similar output as Saltwater, but with a far lower Salt content.
The Drain works perfectly fine with Oceanwater, no matter how large the Pipe you connect to it is. There is a special case that automatically considers Seawater Blocks as infinite, and therefore the Block won't even be deleted when drained by it, and therefore saving on Graphics and Network Updates.
Default Ocean Height is 62, it can be configured when needed. I needed that height Limit to prevent spills like that one shown on the Screenshots, interesstingly it doesn't lag the Server to death if it was to happen.
The Ocean Water can NOT be placed by any means, even if you have a Bucket of it, I also tested the Buildcraft Floodgate to make sure it is not possible!

[FIXED] Inability to take Fluids out of a Crucible if the Room Temperature is too low, by adding a tolerance for low temperature Liquids. (anything < 320 Kelvin)
[FIXED] Sodium Persulfate not being available though the Electrolyzer.
[ADDED] Ironwood Fluid&Item Barrels, which are Fireproof. The Fluid ones also have more Liquid Storage.

MCmod百科

[ MC百科(mcmod.cn) 除教程作者自定义规则的文章, 及未授权的站外图片/链接以外的所有可编辑内容, 均采用 BY-NC-SA 3.0 协议 ]

Minecraft百科CC协议