- Encased shafts and gearboxes can now join textures with respective casing blocks
- Added back encased shaft items for creative mode
- Fixed encased shafts able to be created with casing and cogs
- Fixed flapfunnels not taking secondary items off depots
- Funnels can now sit horizontally on saws and drains
- Added a recipe from natural to regular scoria
- Added useful goggle information to chutes
- (0.3.0) Chutes can no longer carry a fan-like air stream
- Fixed chutes overwriting contained items when picking them up from below
- Basins can now push outputs to any open inventory
- Basin output can now be controlled using a wrench
- Added hints when looking at
- Mechanical arms with no targets
- Funnels attempted to be used like 0.2 transposers
- Bearings that require an update to attach to their blocks
- Added some additional feedback when players apply filters
- Spouts now place two blocks above a depot/belt when used
- Basins can no longer be placed directly under a press or mixer
- Fixed prismarine recipe cycles from various mod interactions
- Updated wrench model (Kryppers)
- Funnels on depots and perpendicular to belts use a new model
- Funnels at the end of belts
- no longer have a directional constraint
- can now be extended/retracted manually
- now hold items back at the block boundary
- Extracting Funnels on top of belts can now specify an amount no their filter, taking x items off a nearby stack when possible
- Fixed some issues with belt/funnel interaction
- Items reaching the end of a belt will still be regularly checked by perpendicular funnels in the space
- Contraptions now render blocks in appropriate render layers
- Straight diagonal Chutes now create an intersection when a funnel is directly above them
- Attempted a safety fix to bracket removal from shafts and cogs
- Fixed windmill structures not stalling when their attached network is overstressed
- Added the item drain
- Refactored pulley renderers
- Fixed belt funnel not dropping filters
- Fixed funnel filter slot positioning on upward facing funnels
- Sails can now be sheared
- Fixed the kinetic connectivity of the rotation speed controller
- Valve handles can now by dyed in world
- Seats can now be dyed in world
- Fixed Stockpile Switch emitting redstone power towards its detection target
- Organized Imports
- Fixed server launch issues
- Fixed players flailing their limbs around while standing still on a moving contraption
- Attempted to reduce drag of remote player positions while on a contraption
- Contraptions no longer log out with the player riding them
- Attribute filters are now made of brass
- Added the ability to disable auto-compat with vanilla recipe types in the configs
- Added a recipe type for custom basin/press compacting
- Basins can now process items and liquids in recipes
- Input items/fluids of a basin can now be extracted or reused in further processing
- A basin diagonally below another basin with collect outputs of recipes processed in the top basin for ease of automation
- (Temporary debug recipes)
- Added a straight pipe variant to cut flows using rotational input
- Added a slower more precise variant of the hand crank
- Basins now render their contained fluids
- Implemented new PSI models by Kryppers
- PSIs are now used in pairs like contacts
- PSIs now act as an inventory proxy of the attached contraption
- Comparators can detect when two PSIs are interfacing
- Contraptions will continue moving after a second of inactivity
- Belt observer -> Content observer
- Content observers can now monitor any inventory and funnel transactions
- Stockpile switches no longer only access slots exposed to a specific side of an inventory
- Stockpile switches can now take a filter
- Brass tunnels once again have the ability to synchronize inputs among a chain
- Mechanical arms now have a range limitation
- Mechanical arms now wait with initialization until their area is fully loaded
- Chutes no longer ignore the direction of an attached fans air flow
- Chutes now render particles indicating their movement direction
- Chutes can now pull items up from belts or off the ground
- Fixed item model of shadow casing
- Fixed invisible quads under funnels when no casing is applied to the belt
- Belt mounted funnels can now be perpendicular to the belt theyre on
- Funnels can now transpose items like a hopper when facing down
- Item distribution across belts using brass tunnels can now be configured with a wrench
- Added new icons for the distribution options of arms and tunnels
- Removed obsolete code
- Fixed some weirdness with creative crates and funnels
- Reworked tileentity behaviours for inventory interaction
- Deployers no longer actively pull items from other inventories
- Some more work on basins
- Added a new inventory type wrapping an itemstack handler that automatically syncs the tile entity. It also implements IInventory for recipe shenanigans
- Held items of a deployer can now only be extracted by other blocks if it does not match the filter
- Fixed excess items not able to be extracted from deployers
- Removed some things
- Funnels no longer actively transpose items between chutes and inventories unless they are vertical
- Chutes can now active pull and insert items from/to inventories above/below them
- Fixed upright items rendering inconsistently between belt and depot
- Fixed various timing and sync issues with the spout
- Added a recipe type for spout filling
- Fixed more co-modification on belts
- Item and fluid nbt tags in recipes are now data-generated as json objects rather than strings
- Transported item processing can now leave items behind
- Transported item processing now has more meaningful result data
- Tweaked spout animation
- Fixed cullfaces on spout model
- Fixed some inconsistencies with a tanks' fluidhandler invalidation when resized
- Patched crashes in present fluid handling of the basin
- Tanks now slightly shade horizontal faces of the contained liquid
- Tanks no longer resend data every tick when filled gradually
- Introduced a new lerped value type with better design decisions
- Refactored Smart tileentity serialization to better support custom overrides in contained behaviours
- Pumps propagate flows in the pipe networks in front and behind itself.
- Pumps collect all possible in and outputs across the reachable pipe graph as endpoints
- Flows move across multiple branches of a pipe network when both are equally viable
- Open-ended pipes are treated as endpoints and leak fluid into and out of a block space
- Open endpoints serialize stateful information about fluid units gathered and held at the interface
- Open endpoints turn a fluid block into 1000 fluid units and back
- Open endpoints undo their transaction when their flow changes from pull to push
- Open endpoints cannot pull fluids back when a full liquid block was not placed yet
- Open endpoints waterlog blocks when the provided fluid is water
- A collision response is triggered when different types of fluids meet at open endpoints
- Fluids are transferred instantly by the throughput of a completed flow per tick
- Pumps cut flows when vital pipes are removed
- Pumps do not lose progress of finished flows when an unrelated part of the pipe network changes
- Pumps do not lose progress of finished flows when reversed
- Pumps distribute their throughput across available input flows evenly
- Pumps distribute gathered input fluid across outputs evenly
- Pumps expose furthest reachable pipefaces to other pumps for chained transfer
- Chained pumps with fully overlapping flow sections provide their endpoints at the entrance of the other pump
- Chained pumps with overlapping flow sections participate in two shared endpoints, one for each pump dominating the contested region
- Chained pumps with overlapping flow only transfer via the optimal of the two possible endpoints based on their speeds
- Chained pumps of equal speed pick one of the two available endpoints deterministically
- Pumps transfer without flows when no pipe is between the pump and the endpoint
- Pumps serialize and recover stateful information about held fluid units at open endpoints
- Chained pumps do not actively transfer when both are partaking with push flows (or both pulling)
- A pull flow originating from an inter-pump endpoint only commences when the corresponding push flow is completed
- Chained pumps re-determine the optimal flow when the speed of one is changed at runtime
- Throughput of chained pumps is determined by their weakest link in terms of speed
- Endpoints created for chained pumps is treated equally to other available endpoints when fluid is distributed
- Pipes do not contain a physical amount of fluid.
- Pipes never hold serialized vital stateful information about fluid transfer.
- Pipes synchronize local flow progress and fluid type to clients
- Flows in a pipe progress with the speed of the network flow
- A networks flow speed depends on the speed of the aggregated pump
- Pipe flows of different flow graphs of different pumps interact with each other
- A collision response is triggered when two different types of fluid meet within a pipe
- Pipes spawn particles to illustrate contained flows/liquids of flows
- The fluid transfer role is exposed through a TE behaviour with some callbacks and properties
- Open endpoints show particles when interacting with in-world fluids
- Brass tunnels now visually connect for upcoming splitter functionality
- Added a tileentity behaviour that allows separate filtering for each face
- Added filtering to brass tunnels
- Removed pre-0.3 funnel blocks
- Added andesite variant to reality funnels, without filtering or redstone control
- Added andesite variant to belt tunnels
- Reality Funnel -> Brass Funnel
- Belt funnels now render with animated flaps
- Extracting funnels can now be given a stack size
- Filtering now supports setting the extraction count for empty filter slots (wildcard)
- Funnels on belts can now extract and insert items according to their setting and filter
- Funnels can now push/pull items to/from a depot
- Fixed creative crates not marking their inventory as removed when destroyed
- Funnels can now pick up items colliding with their front face
- When holding a funnel the game will now always prefer placement over block interaction
- Fixed items not able to be held in place by tunnels