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[COMPAT] Open Modular Turrets Recipes got changed for:
Hard Walls. They now adopt a System similar to my Concrete and Reinforced Concrete by requiring Metal Bolts and the Hand Drill. The Tier 1 and 4 Variants can be crafted directly out of GT6 Concrete and Reinforced Concrete.
Fences. They require Fine Iron Wires for the Fence itself and Metal Bolts for the barbs of the Barbed Wire Part. I changed up the Tiering to be more GT6 than Vanilla, so the Fence Barb Colors may not match the Recipe anymore.
Turret Bases. They require a lot of Electric Components to be crafted now. The Wooden one just requires a Tier-0 Motor, and doesn't need a Battery, Circuit or Sensors, so your Handcrank Potato Cannons are still very earlygame.
Ammo has cheaper  and more realistic Recipes now.
[FIXED] Eggs now despawn after a Minute regardless of my Item Despawn Time Config. This is because Chickens would be spamming Item Entities on the ground, so see this as if the Eggs are rotting.
[ADDED] Blast Resistance Tooltips now say whether they can stand a Ghast Fireball, Creeper or TNT Blast or not.
Wall Spikes that can be pushed by Pistons. (and you can't walk horizontally into ones placed on the floor, so you won't be damaged by accident all the time)
There is also an Omnidirectional Spike, but it only deals half the Damage in return.
And a Gravity Variant of the Omnidirectional Spike exists too!
Walking ontop of any Spikes will slow you down a lot, meaning escaping is a bit harder, also balancing ontop of Sideways Wall Spikes is slower due to that too.
Steel Spikes don't work on Skeletons, Slimes or Iron Golems.
Titanium Spikes work on all Mobs and deal twice the Damage of Steel Spikes.
Tungstensteel Spikes work on all Mobs and deal three times the Damage of Steel Spikes.
Gold, Silver, Copper and Lead Spikes deal four times the Damage of Steel Spikes when they are against a Mob that is weak to their Material, otherwise it's only minimal or no Damage in case of Iron Golems, Slimes or Skeletons (unless they are weak to it).
Adamantium Spikes deal ten times the Damage of Steel Spikes against every Mob touching them.
Placing Hoppers below the Spikes will work fine, as they have a Slab alike Box Shape for Collision.

[COMPAT] Galacticraft Machines now also have the HV Limit before exploding.
[COMPAT] Open Modular Turrets Stuff
The Turret Bases can now accept GT6 EU directly if it is HV or less. If it is EV or more it will explode! SO BE WARNED!!!
I added Blast Resistance Tooltips to the Hard Walls, so that you know how strong they actually are. The Tier 1 Hard Wall doesn't even contain a Creeper or TNT Blast, you need Tier 2 or above for that.
[COMPAT] Made sure Lycanite Mobs things were compatible.
Fixed the "Pure Lava Bucket" Recipe duping Iron Buckets, by making it a Mixing Bowl Recipe for Lava + Ghast Tears instead.
Made GT6 Axes and Saws drop more Oak Logs when being used on Ents (Axes are better). The Amount of Logs depends on the amount of Hearts worth of Normal Non-Magic Damage you deal to it (regardless of how much Health it has left). It can go up to additional 64 Logs per swing.
Wargs drop Dog Meat now.
[FIXED] Bumblebees won't work in the Vacuum of Galacticraft Space now.
[FIXED] Fluid Display Icons from all Mods, that somehow fail to properly assign Fluid Icons, despite having a fully working Fluid Block. This fixes Pure Lava and Ooze from Lycanites for example.
[REMOVED] The Collision Box from Paper Covers, because it doesn't make sense that you can stand on it. Let's see how many people use Paper to protect themselves from Pipes and don't read this line.
[ADDED] Limestone Rock, it has the same properties and spawning as Marble, and the same Textures GT5 Concrete had. Might be useful if Calcite is needed.
[ADDED] Recipes to Un-Curve the Curved Plates with a Hammer or the Rolling Mill.
[ADDED] Wooden Panels, they are simply Wooden Covers, so you don't need to use Canvas for Wood Textures. Available in all Variants the Wooden Bookshelves are available as. Also requires an Iron or Steel Screw per Panel (Recipe gives 6 per craft).
[ADDED] Concrete, C-Foam and Asphalt Panels (also just Covers). The Asphalt ones will give you a speed boost, just like the Asphalt Blocks!
[ADDED] The Locker. It is basically an Armor Swapper, so you can put on Armors easily with it, without messing around with the Inventory, and without having an FPS Lag Source of an Armor Stand being around. Available in multiple Materials, just like Compartment Drawers for example. It works with the 4 Basic Activity Detectors as indicator of having Armor Parts.
[ADDED] The Charging Locker. It can Charge IC2 Armor. Make sure the Voltage is proper to charge the actual Armor. The "Processing" and "Success" Activity Detectors can check if all contained Armor Pieces are charged fully.
[FIXED] Some things I noticed while writing the Patreon Post.
[ADDED] Small Vinteum Ore now generates automatically when Ars Magica is installed.
[ADDED] The Primal Mana Fluid from Thermal Foundation (can't be produced atm afaik), can be used to make certain Magical Materials, such as Astral Silver, Midasium, Mithril and Thaumium.
[COMPAT] AE Devices can now accept GT6 EU Directly if it is HV or less. If it is EV or more it will explode!
[COMPAT] Thermal Expansion
Tectonic Petrotheum can now be used in the Sluice for washing Ore instead of Water. (This was SUPPOSED to be already possible, but there was a Bug, preventing that from working on my end).
Blizz, Blitz and Basalz Powder can now be created in the Injector with their respective Item and Fluid Redstone.
A lot (if not all) of Recipes for filling Energy Cells, Tesseracts, Plates and Conduits with Redstone/Glowstone/Ender/Cryotheum/Aerotheum are now doable in the GT6 Canning Machine AND inside the Injector aswell (for convenience, due to the Blitz/Blizz/Basalz Recipes being Injector Only).
In the newly added Recipes, Molten and Destabilized Redstone work just fine for doing the Job. Same goes for Resonant Ender and Molten Enderpearls.
Filling a vanilla Bucket with 1440L Molten Redstone or 576L Molten Enderpearls using any GT6 thing (Taps, Canners, Crucibles etc.), will make it turn into the TE-Bucket, making an easy conversion possible without relying on the Generifier.
Blizz, Blitz and Basalz Rods use the "craft = 1 powder, mortar = 2 powder, shredder = 4 powder"-System now.
[FIXED] GregTech Worldgen and Burning Box Fire Placement no longer overwrite Thaumcraft Nodes as if they were Air.
[FIXED] Applecore caused Water to have Food Value for some reason despite me having clearly declared a Food Value of Zero.
[CHANGED] Barrels, Drums, Pots and other Fluid Containers can now be stacked when empty. The only ones Stackable when full are still the Capsule-Cell-Containers.
[CHANGED] A lot of Sluice, Bath and Magnetic Separator Recipes changed to make it possible to process singular Tiny Crushed and Purified Ores.
[ADDED] An example Recipe for each of the Handle based Tools.
[ADDED] A Compartment Drawer that has 4 Drawers with 36 regular Inventory Slots each, and is compatible with adjacent Advanced Workbenches. The Crafting Recipe needs overall 32 Units of a Metal (the Metals you can make the Chests of)
Storage Inserter
It is SOMEWHAT like a Drawer Controller, but it only works for inserting Items BY HAND into a Wall Shaped Area of Mass Storages and/or Item Barrels.
The Wall of Mass Storages can be 50 Meters long in each direction, and 7 Meters tall counting from the Floor below it.
There are some quirks to scanning the Area, for example there has to be a Floor in front of the Wall of Mass Storages, and they aren't allowed to be obstructed nor to face the wrong way.
This whole thing is based on "simulating a person* running in front of the Wall and rightclicking every single Storage from bottom to top", so just make sure that THAT is possible to be done and it should work.
The direction the Insert will scan does depend on what side of it you click. It will essentially behave like "spawning a person* on the side you click" and then run that "person*" in all 4 compass directions trying to insert Stuff from bottom to top.
As Floor counts the following: Slabs/Stairs (any rotation possible, and most modded ones work too), Full Blocks and Blocks with a solid Top Side.
It will insert the held Item in the Hotbar when you click it, if it can.
If you click it with an Empty Hand, it will try to insert all Items in the 27 Slot Player Inventory, except things with a Max Stacksize of 1 (such as Tools) and Tool-Rightclick-Placeable-Torches (because that would be annoying, if you have a Torch Item Barrel or something).
Placement for the Inserter is advised to be either as Part of the Storage Wall, or inside the Floor in front of the Storage Wall.
You can NOT, I repeat CANNOT, attach Pipes to the Storage Insert AT ALL and I will NOT add that Functionality to it!!!
(* = its not actually a person, this is just a metaphor, it only checks if the Blocks in front either don't have a Collision Box or are Carpets)

[FIXED] Fluid Funnels now allow partial Amounts of Fluid to be transferred.

[ADDED] Nozzles, the Fluid Tap equivalent for Gasses.

[FIXED] The Names of Railcraft Plates. No longer Confusion caused by "Tin Plates" and "item.lead.plate.name" or whatever that one was.
[CHANGED] Mud is now affected by Gravity, like Sand. Also Gravity is now mentioned in Block Tooltips if it applies.
[ADDED] Magnetic Separator Recipes for impure and pure Dusts, so you dont have to use purified-crushed Ores for it.
[ADDED] All GT6 Tools can now harvest Torches directly, and in that specific case they will always be "Magnetic" and won't lose any Durability in the Process (aka: Tool + Leftclick = Pick up a Torch from the Wall directly into your Inventory).
[ADDED] Treated Planks in Block Form, the Item variant got removed and will automatically turn into the Block Form in all GT6 Blocks and your Inventory. It can be crafted into the Immersive Engineering Variant and back if needed.
Black Sand to Rivers that aren't adjacent to Oceans or Swamps.
It can be used similarily to Magnetite in a lot of Recipes, also using the Centrifuge you can get Ferrovanadium out of Black Sand, so no need to worry about getting your Vanadium Pentoxide.
The Sand generates similarily to the Clay Pits, but is only 2 Blocks deep. It is NOT Part of the Ore Vein Grid!!!
Magnetite Ore itself in any form will no longer generate, in favour of the new Black Sand.
I did increase the amount of Small Hematite Ores to compensate the new lack of small Magnetite Ores. You can be happy that you have 2 more Inventory slots free for Ores that way lol.
As for the Large Magnetite Veins (that includes Ferrovanadium too), they will no longer happen in new Terrain, meaning that all other Large Veins have a slightly higher chance of spawning now.
[NOTE] I have hit the 2^16 Byte Limit of Code on MT.java yet again and needed to trim it down further in order to get GT6 to compile, this means large Code changes and some removals inside that File.
[FIXED] Several Tools being available for Stone despite not being intended to be like that.
[FIXED] Dust Funnels not dropping their partial Content when broken. They will no longer store it, making it possible to clear a Dust from the Dust Funnels.
[FIXED] Sealed Wood Pipes were unintentionally Gas Proof (back then it might have been intended but we have better solutions now). I fixed that by making them leak Gasses aswell, and buffing their Capacity from 50 to 75.
[CHANGED] Some Acids can no longer be electrolyzed into their Components anymore. Same goes for most Sulfur containing Chemicals.
[CHANGED] Fake 'Osmium' is now easier obtainable when Mekanism is installed. It can be processed in a Furnace too now.
[CHANGED] If a Material has a Fluid form and can be electrolyzed or centrifuged, you are going to have to use said Fluid form for that now, and can't use Dusts for it anymore.
[CHANGED] Tungsten Ore, if you happen to find any (due to other Mods or old GT6 Worldgen) will crush into 2x Scheelite instead, to ensure proper processing, while also giving a slight Bonus compared to actual Scheelite.
[CHANGED] Small Tungsten or Pinalite Ores of GT6 to Scheelite Ores. And added small Pyrolusite Ore with the same location and rarity as small Gold and Silver Ores.
[ADDED] Plastic Rods can now also be used instead of Wooden Sticks for most Tool Handles.
[ADDED] Made GC Rockets Recycleable.
[ADDED] Selenium as Byproduct of some Ores (I will likely use it for Batteries). I also added it into the Moon-Cheese Veins, since Selenium is literally named after the Moon.
[ADDED] Sodium Nitrate and a bunch of Saltpeter related Chemical Recipes.
[ADDED] New Processing for getting Elemental Sulfur from Sulfur Dioxide. It is similar to the Claus Process but far easier, due to not having to Filter other Materials out of the SO2.
[ADDED] Potassium and Sodium based Chemicals can now be interchanged in a lot of Recipes, but not all of them.
[ADDED] Lots of Chemistry related Materials and Recipes that didn't exist before, to make things more complete.
[ADDED] Crowbarred Covers now go directly into the Inventory if possible.
[ADDED] Tungsten Chemical Processing for Tungsten containing Ores.
[ADDED] Pyrolusite + Hydrochloric Acid Processing and removed its Electrolyzer Recipe.
[FIXED] Aqua Regia to Chloroplatinic Acid Processing producing a very unbalanced output (more Cl out than you put in), I only needed to change up the Ratios, it's the same Products as before.
[FIXED] Some Bugs regarding the Player Inventory restock from the Slot above Functionality of GT6 in regards of GT6 Tools and their Scrap.
[CHANGED] Tin Alloy counts as Furnace Smeltable now.
[CHANGED] Neodymium and its Magnetic variant are now Diamond-Tool Quality.
[CAHNGED] Bushes now grow 5 times slower. They were just too OP.
[ADDED] A dedicated Loot Chest for the Dungeon Loot change in the previous Version. Now it is no longer made of Tin Alloy, but instead is not Craftable and made of Stone and looking a bit like Mossy Stone Bricks.
[ADDED] Cobalt, Nickel, Germanium and Draconium "Storage Set" (Chests, Mass Storages, Shelves, Adv Crafting Tables, Hoppers etc). Also made it easier for me to add more "Storage Sets" by rewriting the Code a little.
[ADDED] A few Recipes regarding BoP Mud and GT6 Mud.
[ADDED] Tin Alloy Fluid Pipes.
[ADDED] Mud Version of GT6 Ores to fit in better with the muddy Swampwater of GT6.
Some Tools will now autocollect their Drops instead of letting Item Entities fall on the ground, if the Player has enough Inventory Space.
This also applies to certain Materials you can craft Tools out of. You know, the "Magnetic" Variant.
Amoung those Tools (its about half of ALL Tools that can do that) is the Wrench for example, meaning you autocollect whatever you Wrench, no matter what Material the Wrench is.
That kindof fixed the Issue of "Removing Hoppers above a Crucible" as a Side Effect, since the Hopper would not Drop as Item in this case (If you have Space in your Inventory).
As Examples, here are a few Tools that Automatically have this Ability even without being Magnetic: Construction Pickaxes, Wrenches, Mining Drills and the Plow.
Made several Extruder Recipes accessible much earlier.
The Tier 1 Extruder no longer needs Tungsten Carbide to be crafted, instead it uses Steel.
New Low Heat Extruder Shapes can be made using any Type of regular Steel.
Several Low Tier Metals count as Simple for the Extruder now, meaning they have a fixed low cost and can be formed using the Low Heat Shapes.

[NOTE] Users of the Custom Veins etc in my Worldgen Config have to manually set the amount of Custom Veins, as it no longer defaults to 8, in order to prevent Debug Error Messages from appearing in the Log (due to NULL Material in Config). And yes the Debug Errors about Worldgen Ores are for Users, not for me, and they are in the GregTech.log [FIXED] A HUGE Maths Error in the Extruder Recipe Code. It used about 10 times more Energy in some cases than it should have used (all the Metal related Recipes basically). Now it will just use 25% more Energy than a Crucible would. [FIXED] A Stupid Error in the Extruder Recipe Code that made Wax, Plastic and Rubber Stuff cost exactly the same no matter how many Items the Recipe Outputs. [FIXED] Fluid Filters resetting again. [CHANGED] Dungeon Loot Chests will now be replaced with GT6 Chests that only generate their Loot once you open or break them and not before that. [CHANGED] A tiny thing in the Crafting Recipe Searching Code, might make the Adv Crafting Table create less of a spike when being used. [CHANGED] Moved Mineral Water production from Mixer to Injector. [CHANGED] The Tooltip for contained Materials got a bit slimmed down and more overviewable. [ADDED] GT6 Blocks that have Covers on them now have a Tooltip stating that a Crowbar can be used to remove them. [ADDED] XP Orbs now get combined if there is more than 32 of them in one World at once. The resulting larger Orb will have the despawn Age of the youngest Orb. [ADDED] Ender Garbage Bin (only top side) and Ender Garbage Dump (any side) are now accessible via Funnel/Tap. [ADDED] Recipe for Calcium => Calcium Carbonate (Calcite), mixing Water and CO2. It has Hydrogen Gas as a Byproduct. [ADDED] Draconium Fluid Pipes. A very high Tier Type of Pipes for people, who have a Draconium Adding Mod installed. [ADDED] More proper Titanium Processing. The Centrifuging of molten Ilmenite into Rutile and Hematite is no longer possible. You generally don't need a Crucible to process Titanium containing Ores anymore, except for the final step of shaping the resulting Titanium Dust into whatever you need, like Plates or something. Instead you need Sulfuric Acid to make Rutile and Green Vitriol. Rutile (or Ilmenite directly) + Coke + Chlorine + Calcite in Burner Mixer is needed to make it into Titanium Chloride. Titanium Chloride + Sodium or Magnesium = Titanium + Salt. This change also fixes the Niobium-Titanium Crucible in the Tech Tree, so that it can be used again to progress. [ADDED] My own Type of 3D Universal Fluid Cells that follows my standard set of Rules for Fluid Containers, and are all stackable up to 64 and Gas Proof. Since I was not able to settle for a specific Name of them, due to "Cell", "Capsule" and "Container" being already taken by other Mods and "Can" not really fitting the purpose, I decided to go for "Capsule-Cell-Container". There is 22 different possible Materials they can be made of, which includes Plastic, all the Wax Types and lots of Metals. 1 Unit of the Material it is made of equals 1000L of Fluid. Usually Drums are better, but those can't be made of Wax or Tin. They can only be made using the Extruder and the Capsule-Cell-Container Shape.

[FIXED] Calcification Display of the Boilers. 

[FIXED] 3 Mixer Recipes missing their Output Fluid.


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