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。
6.11.08 [ 编辑 ] 2019-09-16


[FIXED] A Bug that made any Burning Boxes and the Heat Exchanger consume half as much Fuel as they should. The Rate of Output was unaffected.

[FIXED] GT6 Bar Placement Code for the Catwalk/Cage Bars Block.

[FIXED] The Activity Detector for “Running Possible” did not work on Rotational Pumps.

[CHANGED] Tungsten Burning Boxes and Heat Exchangers now have 100% instead of 95% Efficiency.

[CHANGED] Newly generated ZPMs now have 500 times more Energy (10^15 QU), due to me realising just how ridiculous Nuclear Energy is going to be in regards of Power with 36 000 000 000 HU per Unit of U-235 at Max Efficiency.

[CHANGED] I decided to give Lead a darker Color.

[CHANGED] Inventory Refill now also works with any Food that is aligned in the same Column, just like identical Items in the same Column of your Inventory already do.

[ADDED] Diamond and Sapphire Mortars. Gating them behind Iron doesn’t make that much sense.

[WIP]

Nuclear Reactor Core. Not gonna be done this week… Took a bit too long to do, and I want to setup random new irl hardware first. XD

Uranium-235 will be worth about 36 000 000 000 HU at Max Efficiency, so a /10 nerf compared to what it is IRL (if you compare to the Ingame Value of Coal).

If you go least Efficiency (which is 10% of the normal Maximum) you will end up with about 3 600 000 000 HU per Uranium-235, or 1 800 000 000 HU per Rod (Since Rods are gonna be half an Ingot worth).


And as always, the Patreon Post should follow up later today or somewhen tomorrow. ;)

6.11.07 [ 编辑 ] 2019-09-09

[NOTE] The Default Config Pack updated to disable Pneumaticrafts crashy Oil Worldgen (still crashes sometimes though...) and its Update Checker.

[CHANGED] Fluid Tooltips now also show Temperature in Celsius in addition to Kelvin.

[ADDED] IC2 Coolant Fluids when IC2 isn't installed.[ADDED] Lead Multiblock Walls.

[ADDED] Rocks and vanilla Sticks can now be placed on the Floor with Sneak Click.


6.11.06 [ 编辑 ] 2019-09-02

[NOTE] I know its not much but the Heat and some busy IRL Stuff got me, it should get colder next week. ;)

[CHANGED] Multiblock Wall Welding Recipes are now Selector Tag 10 instead of 4. [ADDED] Mortarable Crushed Ores can now be Anvil Hammered into Dust.

[ADDED] A Bronze/Brass/BismuthBronze Compound Item that can be made with Nuggets, Scraps, Tiny Dusts in the Mixing Bowl.

6.11.05 [ 编辑 ] 2019-08-26

[COMPAT] Added some more Stuff for Infinity Ingots, Awakened Draconium and Desh to be used for in GT6.

[FIXED] A few less important things.

[ADDED] Logistics Tanks with 1 Million Liter Capacity. Also capable of storing pretty much anything, even Plasma and really hot Stuffs, due to having a Field Emitter in the Recipe.

[ADDED] Regulator Mode to Item Import and Item Export Covers. Use Wirecutter to set the exact Stacksize. Also works with the Generic Imports and Exports for Items.

6.11.04 [ 编辑 ] 2019-08-18

[COMPAT] The Lootbags Mod can now have its Bags unboxed by the Unboxinator.

[FIXED] A few less important things.

[CHANGED] The Unboxinator now has 12 Output Slots.

[ADDED] The Smelter can now turn Molten Copper into Molten Annealed Copper, and Molten Iron into Molten Wrought Iron.

[ADDED] Logistics Mass Storage, works like regular Mass Storage, but also conducts the Logistics Signal to adjacent Blocks like Logistics Wire, while connecting the Storage itself to the Logistics Network too.

[ADDED] Logistics CPU Display Covers that show the load of each Type of CPU Core so that you know what to upgrade next. They also emit Redstone based on CPU Load.


6.11.03 [ 编辑 ] 2019-08-15

[FIXED] AGAIN Some weirdly low Melting Points for some Materials.

6.11.02 [ 编辑 ] 2019-08-15

[FIXED] Some weirdly low Melting Points for some Materials.

6.11.01 [ 编辑 ] 2019-08-12


[FIXED] Mass Storages were causing a graphical update every second regardless of their Number changing or not. That was a nice FPS and Network Lag…

[FIXED] Mode Selector Covers did not save their Modes when already attached to a Block that you just placed, despite them visually showing the Mode.

[CHANGED] The Distillation Tower now accepts more Power per tick. This should make everything able to run faster if so desired.

[CHANGED] You now get 10 times more Seed Oil from Seeds. The Forestry Ratio is just way too low. The Immersive Engineering Plant Oil from generification got adjusted too though!

[ADDED]

Logistics Core

I decided to make the Core Cheaper by making it possible to use Galvanized Walls instead of CPUs. You still need one of each (like just one Versatile one), but you wont need 27 Quadcore Units anymore.

You can also have multiple Logistics Cores for one Network if you really run out of CPU space or something.

Consumes 20EU/t + (1EU/t per CPU) regardless of if it does something or not, 1EU per moved Item (so 64EU per full Stack), and 1EU per moved 250L (it will round up to 1EU if it is less than 250L).

There is Logistics Wire specific Covers for marking things as Import/Export/Storage. These Covers can also be placed on the Logistics Core itself.

Each of these 3 Types of Marking has 3 additional Subtypes, Generic/FilteredFluid/FilteredItem. You will be able to Intercraft them easily.

When you attach a Generic Typed Storage or Export Cover to the Side of the Wire that faces a Mass Storage or GT6 Filter Block, it will count the Cover as Semi-Filtered for sake of Priorities.

If you use Miniature Portals to make the Logistics Network go into a different Dimension or simply out of Range, the Range at that Destination is always limited to one Block, so make as much out of that one Block as you can.

The Logistics Core will perform one Action per Second per Logic Core. An Action only counts if something has actually been moved.

Fluids will always be handeled first and Items last for each Action.

It is going to be able to perform the following Actions for now in this order:

Generic Import -> Filtered Export

Filtered Import -> Filtered Export

Generic Import -> Semi-Filtered Export (Mass Storages and Filter Blocks for example)

Filtered Import -> Semi-Filtered Export (Mass Storages and Filter Blocks for example)

Generic Import -> Generic Export

Filtered Import -> Generic Export

Generic Import -> Filtered Storage

Filtered Import -> Filtered Storage

Generic Import -> Semi-Filtered Storage (Mass Storages for example)

Filtered Import -> Semi-Filtered Storage (Mass Storages for example)

Generic Import -> Generic Storage

Filtered Import -> Generic Storage

Generic Storage -> Filtered Export

Filtered Storage -> Filtered Export

Generic Storage -> Semi-Filtered Export (Mass Storages and Filter Blocks for example)

Filtered Storage -> Semi-Filtered Export (Mass Storages and Filter Blocks for example)

Generic Storage -> Generic Export

Filtered Storage -> Generic Export

Generic Storage -> Filtered Storage

Generic Storage -> Semi-Filtered Storage (Mass Storages for example)

Unknown Stuff -> Dump Bus (that is where random Stuff goes, that got inserted by accident or so, has a dedicated Cover)

As you can see:

It will first try to take the most Generic Stuff and then try to put it into the most Filtered Target.

Direct Transactions are preferred over usage of Storage at all times.

Mass Storages count as Filtered Storages, but they are treated after all the other Filtered Storages.

The System does not like using Generic Storage and will defragment it into Filtered and Semi-Filtered Storages, when it has nothing better to do. It wont do Semi-Filtered Storage to Filtered Storage.

Should you have a Dump Bus and the System has absolutely nothing else to do, it will put everything that is not filtered anywhere into whatever is connected to it. (likely a Chest, or maybe even the Ender Garbage Bin but that would be a bit dumb, if you make changes to the System on a regular basis)

If you want to filter for more than one thing at a time, you will have to use the Filter Blocks and attach a Generic Export Bus to those.

The Priority of each Logistics Bus Cover can be adjusted with the Screwdriver if you dont wanna use the Default.

6.11.00 [ 编辑 ] 2019-08-04

//=== Version Number Jump due to changes in the Multiblock API ===//


[FIXED] Jackhammer not placing Torches anymore, the Mode Switch accidentially overrode it.

[CHANGED] Oil Shale can be used as Fuel now, it’s only as efficient as non-coked Lignite, but it works. You get Stone as “Ashes” from burning it.

[CHANGED] Atlarus (Metallurgy) is now available through Bedrock Drill and UUM.

[ADDED] GT5Us three HSS Steels.

[ADDED] Osmiridium and Carborundum IV Wires.

[ADDED] Carborundum Coils (The Large Electric Oven can alternatively accept those too).

[ADDED] Roaster Recipes for Carbon Monoxide from Carbon Dioxide.

[ADDED] Railcraft H.S. Rails and Adv. Rails can now be made with Silver, Electrum or Platinum.

[WIP]

Working on the GT6 Version of an AE or Logistics System.

Note, that this isn’t gonna be a Storage GUI or Crafting on Demand, this is purely for automation!

I hope I at least get the Basics done til Sunday.

You are going to need at least 110 Crystal Processors of varying Types to craft this thing, I would go and craft at least their Sockets in preparation if I were you. ;)

This thing is gonna be customizable, so which Processors you choose can determine what Type of Management it will do best/fastest.

6.10.28 [ 编辑 ] 2019-07-28


[NOTE] Having over 30°C three days in a row kinda did a number on me, so not much being done, at least programming wise, I did do some other Stuff in the Basement, where it’s colder.

[CHANGED] All Sensors now run during the End of the Tick instead of the normal Tick, this should give much more consistent Results.

[ADDED] Tachometer Sensor for RU on Axles.

[ 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/链接以外的所有开放公开编辑的内容, 均采用 BY-NC-SA 3.0 协议 ]

Minecraft百科CC协议