- add a dev utility that allows us to force-unload chunks
- move mechanical arm scrollbox
- fix oxidizing blocks trying to access a blockstate from unloaded chunks when on the border
- Expanded the RecipeProvider infrastructure
- Migrated mechanical crafting recipes to generated
- Migrated cooking recipes to generated
- Fixed missing particles on vertical motor model
- Adjusted a few recipes
- Reworked and cleaned up Create's ProcessingRecipes
- Prepared ProcessingRecipes for fluid ingredients and outputs
- Added datagen infrastructure to ProcessingRecipes
- Migrated all hand-written ProcessingRecipes to generated
- Removed scrollinput on mixers
- Fixed recipe lookup cache not invalidating on datapack reload
- Removed "catalyst" ingredients
- Reduced ambient dripping particles of fluid pipes
- Fixed reversed uvs on encased fans
- Fixed tile entities not being added to contraptions client-side
- Added encased and non-opaque versions of the fluid pipe.
- Added new generic te behaviour across pipe blocks for their rims/attachment models
- Pipes and pumps now render a little drain cap when connected to a fluid inventory
- Implemented reworked chute models by Kryppers
- Implemented new basin model by Kryppers
- Chutes now have proper selection bounds
- Some minor texture & model touch-ups
- Fixed symmetry wand position in its GUI
- 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
- buffering SeatMovementBehaviour
- changed visibility of AllMovementBehaviours.addMovementBehaviour(ResourceLocation, MovementBehaviour) to public for easier mod compat
- added console warn message when something tries to register more than one movement behaviour per block
- Seats now pick up non-player entities when touching them while being moved
- Seats now drop off entities when being moved into a solid block
- Previously colliding entities now get moved to match their position on the placed structure on disassembly
- Contraption motion no longer gets fed into the collision response for non-minecart contraptions
- The server now gets frequent updates about client players riding a contraption, fixes instabilities with projectiles, damage and anti-fly detection
- Players can now take fall damage when colliding with contraptions
- Any living entity can now use seats
- Fix client sync issues with seats
- Fixed contraptions double-reversing roll and pitch values when communicating to the collision engine
- Seats now transfer their passengers to a contraption when moved and back when disassembled
- Attempted further refinements to the collision response of horizontally rotated contraptions
- Set up a hook to inject custom interaction between players and contraption mounted blocks on right-click
- Seats can now by mounted by players while assembled to a contraption
- Minor refactors to the contraption class
- Collision separation now supports motion sweeping in order to avoid tunnelling when entities drop onto contraptions from a greater height
- Further improved the collision response
- Entities can no longer be clipped into solid walls by the collision response
- moved fan transparent blocks to block tag
- added blaze heater as transparent
- blaze heater on lowest level is now a valid bulk smokig block
- blaze heater on heat 2 and higher is now a valid bulk smelting block (that requires fuel but does not spill lava or set your house on fire)
- added empty blaze heater
- catching blazes (rclick blazes or a blaze spawner)
- only blaze heaters with blaze can heat basins or power fans
- updated item tooltip to fit the discussed fueling system
- Heated Mixing: Mixing can now require the player to heat the basin (with either the usual fan heaters for a heat level of 1 or the blaze heater for higher heat levels)
- Made mixing brass ingots from copper and zinc ingots require heating (as example)
- added the blaze heater to valid fan heaters
- added TE renderer for fan heater to display a blaze head always facing the player
- added fueling of blaze heater with furnace fuel (onUse event, not with inventory to challenge the automation. To be discussed.)
todo:
- add heat requirement display to JEI
- better item model for blaze heater
- new special fuel for higher heat levels
- fan stoking
- added Interface IExtendedProcessingRecipe supporting requiredHeat, fluid inputs and fluid outputs
- set Mixing recipes to use the extended serializer in AllRecipeTypes
- removed constructor parameters specifying fluid usage in recipes that do not support fluids (and changed the ConversionRecipe JEI support class back)
- cleaned up annotations, ordered AllRecipeType enum values and imports, reformatted recipe code
- Arms can no longer insert into powered brass funnels
- Slight ArmInteractionPoint refactor
- Arms can now interact with Millstones, Basins, Jukeboxes, Crushing Wheels and the Mechanical Saw
- Fixed crash when logging into a world with a running mixer
- Arms now start to dance when one of their in or outputs is a running jukebox
- Arms can now be mounted on the ceiling
- Arms now always prefer the interaction points that were selected first
- Fixed belt funnels not updating their blockstate properly when transitioning from other funnel types
- Vertical funnels next to the end of a belt will now stall the belt when unable to collect incoming items
- Minor model & texture touch ups
- Arm no longer cancels player interaction when its empty handed
- Fixed chutes not vertically interacting with andesite funnels
- Fixed dynamic Mechanical Arm parts not being lit correctly
- Fixed Mechanical Arm not always initializing interaction points on the client
- Belt tunnels now create side-openings for belt-like blocks such as the depot
- Belt tunnels no longer create flaps when there is a belt funnel connected to that side
- Brass tunnels can now distribute items among their output sides and other connected tunnels, taking into account their sided filtering
- 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 synchronization behaviour of belt tunnels
- Belt tunnels can now be placed on non-reinforced belt segments, and will apply the missing casing automatically
- Bunch more renames
- Small tweaks to the andesite tunnel texture
- Mechanical arms can no longer take from belts covered by a tunnel
- Belt tunnels can now create a window when directly next to a funnel
- Fixed tunnel flaps not being triggered when inserting into a covered belt
- 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
- Sideways and Vertical belts can now be reinforced with casing
- Belts can now be reinforced with andesite casing
- Reinforcing belts no longer consumes the casing block
- Reworked reinforced belt models
- Fixed flipped diagonal belt casing once again
- Fixed belts breaking instantly when punched in survival mode
- added a block tag non_movable conatining blocks that should not be moved with contraptions
- added a block tag for brittle blocks breaking without support
- moved obsidian from hardcoded to non_movable block tag
- moved flower pots, doors and bells from hardcoded to brittle block tag
- registrate block tagging of brittle blocks
- made immersive engineering connectors non-movable to avoid reported weird behavior
- Made Create cobble stone variants part of forge:cobblestone
- autumnity wood compat
- changed biomes o'plenty flower crushing to milling (as it is with vanilla flowers)
- Chutes can now transfer items
- Chutes now propagate air flow from attached fans
- Fixed a few issues with mechanical arms
- Removed unused chute models
- Implemented appropriate interactions between funnels and chutes
- The arm blockitem can now be used to select inputs & outputs
- Arms now transfer items between inputs and outputs
- Arm support for Belts, Depots and Funnels
- Some safety checks in net code
- Minor refactor to NBTHelper
-added two config entries to offset the goggle overlay on x/y axis
-added a command (/create overlay [reset]) to allow editing the overlay position ingame
- 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
- Depots can now hold on to items similarly to belts
- Item processing such as the press and bulk smelting now targets a Processing TE behaviour, rather than the belt only
- The press and similar processing can no longer commence whenever there is a block with a collision shape between item and machine
- Implemented item processing for Depots
- Items can seamlessly traverse from belts to depots
- Removed the IBeltAttachment system
- Item processing on belts is now a TE behaviour
- Added TE behaviour for allowing belts (and similar) to directly insert items
- Massive refactor to the Belts' inventory
- Fixed fast moving items missing their processing step
- Saws, Basins, Crushing Wheels, Belts and Crafters now interact through the new behaviour rather than hard-coded interactions
- Fixed items (visually) disappearing on saws while queueing up
- Items on belts now back up a little further away from the end of the belt
- Added filtering behaviour and in-world slots to new funnel blocks
- Filtering behaviour now supports slots active on multiple sides
- Funnels no longer wipe their TE when changing state
- Fixed VoxelShape for extended belt funnels
- Added a funnel block variant that interacts with chutes horizontally (same item)
- Belt and Chute Funnels now have a push/pull property
- Removed Chute Ports
- Tidied up R-Funnel texture sheet
- R-Funnels can now be powered by redstone
- Non-mounted R-Funnels are now full hopper-like blocks rather than fixtures
- Copper, Brass and Zinc blocks can now be used as beacon base block
- Copper, Brass and Zinc can now be used to activate a beacon
- Create ingots are now listed under the forge:ingots tag (not only forge:ingots/type)
- Create nuggets are now listed under the forge:nuggets tag (not only forge:nuggets/type)
- Create plates are now listed under the forge:plates tag (not only forge:plates/type)
- Updated registrate to support multiple tags
- Fixed reversed matrices and swapped rotation axes passed into the collision resolver
- Temporarily reduced collision manifold generation to collisions that are NOT edge-to-edge collisions.
- Enabled collision response for clockwork bearings
- Added blockstates, models and TE rendering for mechanical pumps
- Removed unused pipe textures
- Removed hasStaticPart in IWrenchable as it became obsolete in 1.15
- Bumped version
- Patched some localization gaps from the registry wipe
- TE's with an ItemStackHandler capability are now viable for mounted storage
- Fixed pulley placing down ropes when destroyed while moving
- Fixed inconsistency with glue removal and placement
- Fixed encoding of generated degree symbols in lang
- Fixed pistons along x moving at inconsistent speeds, overshooting their bounds
- Fixed belts along x not moving entities
- Fixed diagonal belts along z teleporting entities miles away
- Fixed tree fertilizer not working
- Fixed extractors looking for belt inventories too eagerly, adresses #327
- Slightly refactored Extendo Grip handlers
- Fixed missing particle texture of Extendo Grips
- Fixed crash when assembled minecarts pick up the block below their assembler
- Ploughs no longer break blocks if farmland is below them, adresses #345
- Fixed Schematic tools placing lit furnaces, adresses #342
- Super glue can no longer be removed while inbetween two blocks, adresses #341
- Added a safety check in RotationPropagation, addresses #340
- Players using Extendo Grips can now hurt and interact with entities within the extended range
- Hurting entities using Extendo Grips now applies massive knockback
- Serverconfig now registers together with the others
- Added missing stress config entries for components without a default stress impact greater than zero
- bumped version
- Tagged stone variants from Create palettes to generate in a terraforged world type
- Fixed gearbox pretending to be a deployer
- Fixed reversed rendering in the furnace engine TER
- Motors, fans, flywheels and handcranks now reverse their rotation when facing in negative axisdirections. Addresses #236
- Cart assemblers no longer auto-attach to blocks on their sides (top only)
- Removed temporary lang partial with entity names
- Fixed and Refactored the item renderers of the Wrench, Blockzappers, Worldshapers, Symmetry Wand and Deforester
- Tweaked blockzapper beam rendering to look less clunky
- Fixed selection of zapper tools not showing after they had been dual-wielded
- Schematic previews can now render TEs
- Schematic renderer no longer relies on negative scale and noCull for mirrored previews (fixes a few inconsistencies)
- Avoided blending issues with the outliner system when using multiple textures throughout a batch
- Introduced SuperRenderTypeBuffer as an attempt to give options for render order in the RWLE context (does not fix the early flushing in the fallback buffer)
- Added back the silk touch requirement to suitable loot tables
- Added generated recipes and tags for glass and window blocks
- Fixed blockzappers selecting new blocks upon firing
- Removed duplicate recipes and lang entries
- Fixed some outdated translation keys in ui screens
- Setup automated recipes for stone palette blocks and their stairs/slabs/etc
- Fixed datagen putting air blocks as drops for attached logistical blocks
- Fixed recipes and lang entries using outdated registry names
- Fixed kinetic blocks appearing twice in the main creative tab
- All Items are now using registrate
- Blockzapper now renders an outline around its affected area
- Ported rainbow debug ™️
- Reworked the custom item model/renderer system
- Schematics now preview their structure again
- SuperByteBuffers now support being rendered into non-BufferBuilders
- Fixed all TERs that had their transformations backwards
- Fixed contraptions not rendering tileentities when not near world origin
- Fixed Schematic table crashing on upload
- Made more kinetic blocks non-opaque
- Ported the contraption renderer
- Fixed sticky blockstates of the linear chassis
- SuperByteBuffers can now be given a separate matrixStack for vertex lighting
- Kinetic TERs now make use of the passed light parameter
- Added functional interface for block vertex coloring
- Removed several unused type-check-based behaviours
- Belt now registers its color handler in the builder
- Natural scoria now registers its color handler in the builder
- Fixed wrong offset in colored vertex models
- Added support for Block & ItemColors in CreateRegistrate
- Updated forge and removed obsolete warning suppressions
- Fixed mossy & overgrown block items not having their foliage layer coloured
- Added builder transform for registering stress config values for kinetic blocks
- Created a blockstate generator for belt blocks
- Added belts to registrate
- Updated outlines rendered by the schematic and quill
- Removed some now auto-generated leftovers from the asset folder
- Fixed Schematic Table screen not rendering the table properly
- All palette variants now have auto-generated stairs, slabs and walls for certain patterns
- Layered variant types have connected textures again
- Centralized all SpriteShifts
- CT behaviour is no longer tied to blocks implementing interfaces
- Custom models and connected textures can now be assigned in a custom blockbuider
- Ported framed glass to Palette Registrate
- Clutch, Gearshift and Gearbox joined the registrate
- Fixed belt and gearbox items not being assigned creative tabs properly
- Cleaned up and extended the blockstate generator helpers
- Removed advancements from static assets
- Added datagen .cache to gitignore
- Split the palettes section into its own Creative tab
- Fixed Clutch and Gearshift rendering their casing in the TER
- Fixed uv issues with connected textures
- Fixed chromatic scope not showing on blockzappers
- Refactored game element rendering in user interfaces, such as JEI screens
- Reduced tracking range of mounted contraptions
- Fixed carpets not able to be pushed directly
- Fixed Water Wheels and Belt Tunnels crashing when rendered in a schematic preview
- Fixed blazing sword taking damage in the nether
- Fixed blazing sword not igniting entities
- More safety checks
- Fixed stack overflow when overpowering a RSC from both inputs
- Fixed outrageous duplication glitch in deployer item handler
- Fixed crafters not able to return multiple buckets
- Super glue can now be used to make chassis sticky
- Fixed latch hotfix still not making it work properly
- Cocoa pods can now be harvested by harvesters
- Fans, RSCs, basins, stockpile switches, gauges, engines, cranks and other blocks can now be moved in a contraption
- Most of creates technical blocks can now be picked up using a wrench
- Fixed Stockpile switch not reacting to movement.
- Fixed Stockpile switch not reacting to changes to a double container
- Chassis range display no longer shows the overlay for non-sticky directions
- Condensed mechanical crafting into one JEI page category, scaling down slots if necessary
- Fixed ploughs trying to break water blocks
- Fixed stationary contraptions getting nudged around by expiring farmland blocks
- Shulker boxes can now be used as portable storage on contraptions
- Added vertical rotation support to buttons, levers
- Fixed certain directional blocks flipping around inconsistently when contraptions rotate by 180 degress
- Random safety checks
- Vertical belts no longer pop when rotated horizontally
- Fixed inconsistent funnel activation when items are inserted on the same segment
- Fixed adjustable pulley popping off due to floating point precision issues
- Fixed toggle latch acting strangely with input signals
- Schematicannons can now place belts safely
- Removed invalid Schematic item from creative tab
- The creative crate is back on the menu
- Schematicannons with creative crates no longer require gunpowder to operate
- Creative crates can now be used for infinite item supply and voiding
- Added a few more advancements
- Fixed sidedness issue with glue effect packets
- Fixed duplication issue with Schematic tables
- Schematics can now include entities
- Schematicannons can now print:
- superglue
- (filled) item frames
- (equipped) armor stands
- end crystals
- boats and minecarts
- paintings
- Special blocks/entities placed by a schematicannon can now specify custom item requirements (used currently for belts & superglue)
- Fixed superglue not being rotated/mirrored correctly
- Started moving over a few kinetic blocks from AllBlocks to registrate
- Changed runData to only run client data tasks for now
- Added missing bind to the ContraptionRenderer for Stationary Contraptions
- Fixed displaced coords between contraptions and their mounts, should fix cart structures from disappearing when loaded near chunk borders
- Contraptions no longer render with default yaw if their mount is out of render distance
- Fixed ploughs and other actors not activating properly when other actors had just stalled the contraption
- Fixed ploughs leaving behind breaking overlays when stopped/disassembled
- Fixed ploughs, drills and saws throwing entities back by unreasonable distances
- Drills now break columns of falling blocks from top to bottom while moved
- Minecarts with mounted contraptions can now be picked up as an item
- Furnace Minecarts can now be used in the cart assembler
- Fixed superglue not re-appearing when moved in piston contraptions
- Fixed deployer not being able to interact with non-living entities
- Fixed Schematic deploy tool outline not rendering at the right location for certain boundary sizes
- Fixed leaking GL texture parameters from outline rendering
- Added Italian localization
- Fixed file extension of Japanese localization
- Added the Mechanical Plough
- Mounted Drills now briefly stall a contraption after breaking a block below falling blocks (sand, gravel, etc)
- Mechanical Saws can now harvest Bamboo, Chorus, Kelp, Sugar Cane, Cactus, Melons and Pumpkins
- Fixed harvester position inconsistency when moved vertically
- Fixed saws/drills not hurting entities in some cases
- Fixed saws/drill throwing back hurt entities in weird directions
- Visual rework to Schematic items and their interface
- Written Schematics can now be re-used in Schematic Tables
- Schematic and Quill selection is now smoother and more precise
- Schematics no longer re-render their preview every time they are re-positioned
- Schematic tools now move, rotate or flip the schematic more smoothly
- Schematic tools now render the new cuboid outlines rather than plain GL lines
- Fixed Schematics not rendering TileEntities in their preview
- Fixed inconsistent shifting when rotating Schematics with an "odd by even" size
- Fixed typo in Mechanical Press tooltip
- Added new selection/outline particles for use in place of bounding box rendering
- Refactored JEI categories
- Slots for chance outputs now have a slighly different appearance in JEI
- Redstone links no longer cause a redstone update when loaded in
- Redstone links no longer mess up windmill bearings on chunk reload
- Fixed redstone links not working properly after movement in a contraption
- Filter output amounts can no longer be increased beyond the stack limit
- Chassis range visualization now uses the new outline particle
- Kinetic networks are now aware of movement, such as NBT-item placement, schematic placement and other means of tileentity movement and will reset/reconnect
- Fixed pistons/bearings/etc not being movable by chassis
- Fixed pistons/bearings/etc moving a clone of themselves when attached to the initial block
- Fixed pistons/bearings/etc stopping or losing their structure when loaded incorrecly
- Pulleys can now be moved while extended, moving attached ropes and their own attached structure with them
- Brittle blocks such as ladders/torches/etc can no longer be moved unless their attached block is moved
- Fixed mechanical pistons messing up their kinetic information when changing into a different extension state.
- Fixed misplaced client code introduced by a ScreenOpener hotfix
- Fixed inconsistent belt initialization when belts are placed by schematics or structures, causing them to break at random
- Clutches and Gearshifts now await their turn to re-attach when changed, allowing multiple to be used in a network and swapped within one tick without causing components to break.
- Fixed flexcrate interface crashing if the block gets removed while open
- Some additions/modifications in texture assets
- Pistons no longer get blocked by their push limit if the blocks pushed are attached to each other
- Sandpaper can no longer repair tools
- Fixed players getting kicked for "flying" when moved by contraptions or fans
- Saw no longer duplicates itself when broken in an overstressed state
- Belts can no longer pass items on to a vertical belt
- Kinetic blocks no longer cause chunks to lose all block light information
- Stockpile switch and sequencer no longer open the GUI to the wrong players
- Belt items no longer skip blocking attachments while loaded in
- Nozzle explosions no longer cause block damage
- PSIs no longer transfer an excess of items, deleting them in the process
- Ore features no longer spawn in the "void" or "hell" biome
- Fixed Minecart contraptions killing their own mount using saws/drills
- Pistons, Bearings and Pulleys can now be moved unless they are moving something themselves
- Fixed cart assemblers blocking in the powered rail kickstart logic
- Piston poles can now be moved
- Crushing wheels no longer spawn missing texture particles when sprinting on the central block
- Deployers' hand items can now be directly inserted/extracted using hoppers, extractors, funnels, etc
- Fixed Deployers not dropping held items when destroyed
- Millstones now empty their input inventory when clicked on while their output buffer is empty
- Millstones no longer accept items they cannot process
- Fixed hoppers not being able to pull items from belts in certain cases
- Fixed adjustable crates corrupting chunks
- Reverted the misplaced nerf on worldgen, applied due to a previous bug in feature placement
- Critical worldgen changes now override everyones' configs
- Fixed UV shifts not working consistently with high-res resource packs
- Fixed window panes not connecting their textures with windowlogged blocks
- Fixed buttons and pressure plates not resetting after being moved
- Fixed missing tooltips on custom swords
- Redstone links now move when the block they are attached to is moved
- Revisited every unchecked TileEntity cast
- Redstone Links can now be toggled with a wrench
- Redstong Links are now portable on contraptions
- Schematicannon no longer inserts held schematics automatically
- Saws no longer accept items when their speed is zero
- Gunpowder can now be multiplied in the mixer
- Metal blocks can now be crushed back into the crushed ores. (Inefficient enough to avoid any loops)
- Crushing wool in the millstone is less effective
- Made chassis range visualization a little less obnoxious
- Fixed windmill bearings stopping on chunk reload
- Fixed copper and zinc spawning in increased amounts anywhere outside of the biomes they are supposed to do so
- Introduced a brass ingot mixing recipe
- Fixed redstone links getting power from unloaded links
- Fixed custom sword not having a sweeping effect
- Fixed invalid kinetic tileentity state when dimension is being unloaded
- Mechanical harvesters now interact with kelp blocks
- Extractors and Funnels are now portable and have special movement traits #117
- Fixed false positives on having reached the block movement limit for contraptions
- Fixed self-modification within a belt's update cycle, addresses #116
- Fixed belt processing not re-activating segement attachments, addresses #132
- Fixed reversing components (gearbox, gearshift) breaking when a new source overpowers the network
- Reduced attack damage of the Deforester
- Fixed redstone links not being powered by wires consistently #106
- New entries for attribute filters: Washable, Smeltable, Smokable and Smeltable in Blast furnace
- Fixed redstone links behaving inconsistently when unloaded and reloaded
- Bumped oldest supported forge version
- Overstressed components now show a tooltip, unless disabled in config
- JEI compat for millstone recipes
- Crushing Wheels now require mechanical crafting in order to be assembled
- Millstones now drop contents when broken
- Players can manually collect millstone outputs via right-click
- Fixed millstone removing ingredients before looking up a recipe
- Gauges no longer require a block to sit on (QOL)
- Added Millstone
- Added Milling recipe type
- Crushing wheels can apply milling recipes
- Added a command for clearing the buffer cache
- Any cog-containing machine can now connect to large cogwheels
- Added French localization by Kiro
- Removed unused lang entries
- Mechanical Crafter JEI no longer adds other mods' custom crafting recipe types, addresses #114
- Potential fix for #125
- Blacklisted a few entities from contraption collision, addresses #120
- Contraption Entities no longer spawn water particles, addresses #107
- Fixed floating point errors in RSC, addresses #118
- Added rendering safety check for belts, addresses #108
- Update Chinese translation
- Added Zinc and Brass Block
- Added compat for mechanical Saw with BoP's logs
- Fixed Crafters and Mixers not handling container items properly
- Fixed Shafts not dropping when breaking a belt segment with pulley
- Added missing loot table for copper blocks and shingles
- Features now get registered on init, addresses #102
- Fixed motors starting with a scrollvalue of 0
- Fixed deployers not initializing properly
- Saws can now break leaves when moved
- Kinetic networks now actually incorporate pre-config-update capacity/impact of a component
- added limestone, weathered limestone, gabbro, dolomite and scoria (as well as their polished variants) to #forge:stone
- added #forge:storage_blocks/copper to #forge:storage_blocks
- added copper block to #forge:storage_blocks/copper
- added config value for the furnace generators speed
- added the generation speed of water wheel, encased fan and furnace generator to their tooltips
- goggles now show the power of a analog lever when worn
- Fixed compat crash when tooltips are loaded early
- Buffed all sources
- Render buffers are now cleared when loading a world. Might help with shader issues
- Fixed eager loading of biomes in ore features
- Kinetic blocks now always clear their source when placed (needs testing)
- Kinetic blocks now remember their applied stress to a network before a config change
- Chassis range is now displayed with an overlay instead of outlines
- Crushing wheels are now more lenient about having different speeds
- Crushing wheels no longer pull players in peaceful mode
- Mixers no longer ignore items inserted during processing
- Powered Latch now reacts to weak power on the sides
- Fixed flexcrates not updating their inventory properly when extended
- Fix typos
- Swapped terminology in stress information shown by goggles
- Added an overall block movement limit to contraptions
- Wrench no longer shows bulk range of chassis above a certain amount
- Chassis no longer use up slime when all sides are made sticky with the convenience shortcut
- fan now requires less su
- Changed a few stress balancing params
- Fixed crash when resource reloading outside of a world
- Fixed crash when moving a tile-entity only contraption with shaders preset
- Fixed drill not breaking blocks after being moved
- Lowered max speed of Mechanical Bearing in generator mode
- Redstone wire and diodes aswell as flower pots can now be moved
- Fixed in-world neighbour checking of moved blocks that are not doors
- Bumped version in mods.toml
- Added null-safety in in-world item processing handlers
- Fixed basin-based components not resetting when their speed reaches 0
- Fan-based recipes now scale processing time based on stacksize of the input
- Belts now automatically search for attachments on load
- Removed duplicate recipe
- Made /KillTPS unavailable for release dist
- Shafts now place correctly again
- Doors and Pressure Plates are now portable
- Fixed crash when using the Mechanical Saw for item processing
- Belts and other item insertion can now insert into crushing wheels directly
- Yet another attempt at preventing elevator fall damage
- Flexcrate now has comparator output
- Basin now has comparator output
- Kinetic Gauges now have comparator output
- Stress Gauge -> Stressometer
- Fixed some harvesting problems with custom tools, adresses #91
- Made Shaft placement less retarded
- Fixed blockstate rotation for directional blocks with two orientations per direction
- Harvesters now break sugar cane at the position they are at
- Made contact condition for storage interfaces more lenient
- Sideways actors in the center of a bearing contraption no longer get special treatment if their effective position points outward
- Tried to fix fall damage when riding on downward moving contraptions
- Minecart contraptions turn sharper
- Cart assemblers can now assemble even when the minecart has not passed the center yet
- Fixed deployers forgetting about their held item on the client
- Deployers no longer dump their inventory when a contraption disassembles
- Deployers no longer visually spazz out when getting centered bearing treatment
- Transposers and Extractors now always stall the belt when not able to extract from it
- Extractors no longer drop items on belts that aren't moving
- Transposers no longer require a block to sit on
- Transposers can now be flipped using a wrench
- Connected texture contexts are no longer queried for invisible faces
- Shafts and cogs now place inpendent of the preffered orientation when sneaking
- Moving block breakers no longer apply damage to itementities
- Fixed inconsistent block collision prediction for pistons when assembling
- Sequenced Gearshift no longer resets when UI closed without changes
- Minor Improvements to Seq. Gearshift UI usablilty
- Fixed encoding issues with degree symbol
- Fertilized Trees no longer replace semi-solid/collideable blocks with their leaves
- Fixed pulleys/pistons crashing when collided with blocks on client
- Entities moved by a colliding contraption now try to unstuck themselves when the structure disassembles
- Fixed server crash on startup
- Fixed crash when entities get killed by anything other than players
- Pulleys no longer force push blocks below them
- Drill and Saw now applies damage to entities while moved in a contraption
- Made tooltip formatting a tad more lenient
- Added contraption collision to Pistons and Pulleys - applied by stationary blocks, other contraptions and entities. (needs polish)
- Added Sequenced Gearshifts
- Fixed custom swords breaking blocks when held in creative mode
- Fixed belts cancelling flight when touched
- Fixed Entities being blocked by contraption boundaries when moved on belts
- Fixed Flexpeater going funky when edited while active
- Fixed Links not firing when placed into a powered location
- Belts can now be moved and rotated by a contraption, holding on to its items if possible.
- Fixed belts not transporting entities when moving at less than 32 rpm
- Fixed belt initialization to allow migration old belts and re-initialization of moved belts
- Added a little in-world tooltip for kinetic blocks rotating below their required speed level
- Fixed kinetic tileentities keeping their previous speed when animated in a contraption
- Fixed motors not trying to overpower a network when directly attached on placement
- Belts now spawn a reasonable amount of particles when broken
- Coloured belts now spawn coloured particles when broken
- Fixed belts segments dropping too many connectors when not broken by a player
- Fixed falldamage being applied after an entity has left the belt it fell upon
- Fixed belt voxelshapes not being cached properly, leading to some bad performance hit when broken or looked at
- Fixed blazing tools not always smelting mob drops