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[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.

[WARNING] Do not attempt to put a GT Barrel or Drum into a Railcraft Tank to fill/empty it. If you do, you need to go into the Forge Config and set the Delete Erroring TileEntities to true before restarting the Game/Server. [IMPROVED] Code improvements regarding automated Fluid creation, so that I don't need to bother creating Textures for each Fluid, and so that molten Metals now have a proper "Lava-alike" Texture. Yeah that took up all Wednesday... [FIXED] Rightclicking Railcraft Tanks with a GT Stuff causing a Crash, because Railcraft doesn't release the Bugfix Update they already coded in May 2016. Seriously, you already did it, WHY DON'T YOU RELEASE IT!?! You are holding Railcraft hostage right now. [FIXED] Grass alike Stuff and certain Shrubs of Biomes O'Plenty can now be cut using a Knife/Sword/Scythe, and Ender Amethyst is now Oredicted properly. [FIXED] Immersive Engineering Hammer was still able to make Plates and turn Ores into Dusts. The Hammer itself is still available, since I know its needed for its Multiblocks, I only removed all the Shapeless Recipes using the Hammer. ^^ [CHANGED] You can no longer rightclick Boilers with a Bucket to fill them with Water. Instead, you will need to use the Fluid Funnel, that has been added a few Versions prior. The Funnel already worked on the Boiler in Versions before this one, so you can set it up already. [CHANGED] Some Recipes that require Blocks of Ingots, now require Solid Blocks, since the Basin is a thing now. This also applies to some Railcraft and Applied Energistics Stuff. [CHANGED] The clear GT Glass now requires some Chemistry to be produced. [ADDED] Chemistry related Stuff for a bit more IHL Compat. (this triggered some improvements mentioned above) [ADDED] The Crucible can now be emptied and filled using Buckets and other Fluid Containers, such as the Measuring Pot for example.

[CHANGED] Crucible Drains can now work on a vertical distance, even if there is multiple Drains inbetween them and the target, and they will also fill Crucibles below them, as if they were Molds. [CHANGED] Vanadium is now slightly harder to obtain, because Ferrovanadium is now giving V2O5 instead of V. The V2O5 can still be molten into Vanadium, but you lose half of it if you do it that way.

[FIXED] Missing Recipe for Rice Vinegar [FIXED] Bauxite Ore and Yellow Sapphire now give Rutile instead of Titanium, when electrolyzed. [CHANGED] Electric Tiers: Aluminium is MV now, while Galvanized Steel is LV. (see Crucible Drains below for another relevant Change) NOTE: Your existing Machines will stay the same Tier they were before, nothing breaks. [CHANGED] Selector Circuit Concept entirely, including initial Crafting Recipe. Also has a new set of Textures now. [CHANGED] Garnierite (Nickel) and Pyrolusite (Manganese) now give more output, due to being Oxide Ores. [ADDED] Magnifying Glass now works on GT Engines. [ADDED] Carrot Juices. May or may not improve eyesight, but that is just a Myth. [ADDED] Crops for Blueberries, Gooseberries, Candleberries, Cranberries, Black White and Red Currants, Blackberries, Raspberries and Strawberries. [ADDED] Basins. They work like Molds, but for Solid Blocks. Requires a Crucible Drain ontop to be filled. [ADDED] Crucible Drains Works when placed next to a Crucible. They will fill Molds and Bathing Pots below them (also Mixing Bowls if the melting Point is low enough and the Fluid is simple enough) They are Redstone sensitive too. NOTE: Not everything will go into a Bathing Pot, sure molten Zinc for early galvanization will, but other Stuff may be too hot for the Bathing Pot. --- Stuff from one Version later --- Crucible Drains can work on a vertical distance, even if there is multiple Drains inbetween them and the target, and they will also fill Crucibles below them, as if they were Molds.


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