- Fix mod not loading on neoforge dedicated servers
Alpha Warning: This update changes a lot of internal things, and is highly experimental. Make sure to report any issues found on github. I expect there to be quite a few, especially regarding the new item and fluid transfer/interaction APIs. Don't go putting this version into you published modpack / long term survival world yet. The fluid stack changes will also cause all Oritech fluid containers to reset, so their content will sadly be lost with this update. Sorry about this.
This change finally allows Oritech to move away from forgified fabric API on neoforge. While it was working great in most cases (and allowed Oritech to move to neoforge in the first place), there was a lot of overlap with architectury and having one fewer dependency is always a good thing.
- Remove dependency on Fabric API (or forgified fabric API). All fabric api usages have been moved to either architectury or custom events.
- Move fluid and item APIs to new internal crossplatform API. This should improve compatibility with other mods on Neoforge.
- Improve block and item fluid handling.
- Tanks (and fluid container blocks) can now be filled/emptied by right clicking with a fluid container from any mod. This can also be automated with its inventory slots.
- Allow portable tank items to be used as fluid container when interacting with other mods. Same with portable energy storages.
- Improve steam engine chaining behaviour. The interactions are now also much clearer on this.
- Oritech recipes now operate shapeless, so you no longer need to insert materials into the right slots in assemblers and atomic forges anymore. It can also take multiple items from the same slot.
- Add compat recipes for Clutter, Actually Additions, Applied Energistics 2, Create, Ender IO, Energized Power, Immersive Engineering, Industrial Foregoing, Mekanism (and Mekanism Generators), PneumaticCraft: Repressurized, Powah!, Productive Metalworks
- Add compat and neoforge datagen steps (big thanks to @jshipley, this is a huge change, and adds all the compat recipes mentioned!)
- Add "boring nukes" config.
- Add accelerator motor RF capacity config.,
- Allow machine frames to connect to tag-configured support blocks (such as metal beams).
- Use FakePlayer class for destroyer and enderic laser blocks.
- Update translations from crowdin.
- Allow player portal to teleport across dimensions, and fix some crashes with it (@forderian).
- Add Netherwart / cocoa crop filter support (@jshipley).
- Fix enderic lasers not perfectly filling some energy storages (@jshipley).
- Fix stabilized enchanter causing JEI crashes (@jshipley).
- Fix numbers in addon tooltips (@Tctiancan).
- Fix augments not being properly synced to client after dimension change (@zeng)
- And a ton of additional smaller improvements.
- Add transparent item pipes that show items passing through
- Add button to machine UIs to open oracle index page (if installed)
- Add tooltip for machine core usage
- Addons now automatically connect when placed (if possible)
- Update atomic forge mechanics, now has one big energy storage that needs to be filled per item
- Improve fill evenly input setting, allowing it to work when inserting amounts > 1. This allows AE2 recipes to just work without any extra changes.
- Remove durability from pipe wrench
- Reduce rare node ore count / ore amounts
- Make dwarf augment toggleable
- Add all budding block tags to laser accelerated tag by default
- Make fuels in fuel generator last shorter
- Make pellets in nuclear reactor last longer
- Reduce synergy matrix addon efficiency
- Update particle accelerator docs in wiki
- Fix crashes & machines not disassembling when broken / exploded / removed
- Fix fluid recipe outputs not being marked as outputs in JEI
- Fix enderic laser not collecting drops on neoforge
- fix enderic laser not perfectly filling energy storages
- Add Schroedings Safe block, used as endgame energy storage
- Add easy steam config options, allowing steam engines to stop when energy storage is full, or keep working when water is full (behaviour is unchanged by default)
- Add exclusion zone support for JEI
- Add ability for block destroyers to work faster than 1 block/tick.
- Add new UI style, with more modern design, and improved title panels
- Add energy storage statistics to energy storage blocks
- Add an idle animation to the enderic laser, where it follows nearby players
- Add entity damage when stepped on pulverizers
- Add an item tag to blacklist food items to prevent them from being consumed by the auto feeder augment (include the relics infinity ham by default)
- Add ability for chargers to use buckets in UI to fill the turbofuel tank
- Increase block destroyer inventory size to 4
- Switch to grand power api on neoforge, allowing oritech machines to work properly with energy storages and transfers higher than Integer.MAX_VALUE (This already works by default on fabric, so its only needed on neoforge)
- Update translations from crowdin
- Update steam engine documentation image
- Fix elytra not rendering with elytra jetpack variants
- Fix augments being lost on death
- Fix pulverizer sounds missing
- Fix augmentation center not using energy when researching augments
- Fix/improve block destroyer energy usage calculations
- Fix crashes when previewing/rotating machine extenders with modonomicon
- Add support for the Oracle Index mod, allowing the wiki/documentation be viewed ingame (see https://www.curseforge.com/minecraft/mc-mods/oracle-index) (optional for now)
- Add the ability to toggle the flight augment
- Add/rewrite some wiki entries
- Add nuclear power and cyborg achievements
- Add the ability for the chainsaw to cut down entire trees (can be disabled via config)
- Make laser energizing (random tick acceleration, used for budding amethysts) data driven, with corresponding docs updates
- Improve error logging for fluid/item pipes
- Improve augment station research cost tooltips, showing all matching items for ingredient tags instead of just the first matching one
- Improve generator UIs by hiding their energy bar if energy output has been disabled (e.g. when you only want them to be usable with steam engines, like in OB2)
- Fix solar panels not outputting stored energy during the day
- Fix some crashes with item & fluid pipes trying to move negative amounts in some edge cases
- Fix crash with invalid tank blocks trying to fill buckets
- Fix steam engine recipe crash on JEI Neoforge
- Fix item pipes inserting into source inventory
- Fix crash with unlucky pipe cache hashes
- Rebalance some cybernetic augment costs.
- Allow augment research/installation parts to be taken directly from the players inventory.
- Cybernetic Augment requirements / ui position can now be modified via data packs, allowing pack makers to change the research trees (adding custom ones is not possible yet).
- Improve models of assembler and solar panel.
- Change addon logic to no longer reset all addons when one is broken, only the ones that are no longer valid will reset.
- Fix processing chamber addon not working for powered furnaces.
- Fix some cybernetic parts not being researchable.
- Add preview renderer for multiblock machines.
- Add options for augments to now be instantly researched in creative mode.
- Add separate texture for disconnected machine extender blocks.
- Add augmenter config options (for RF Storage).
- Balance some early augments to only require the basic stations.
- Change recipe for block destroyers, making them available a bit earlier.
- Fix some compatibility issues with augment registration. These changes have been tested with Enigmatica 10 and ATM 10.
The cybernetic update!
- Add new cybernetic augmentation system. This includes a new central multiblock, as well as 3 new research station blocks for it.
- Add chinese wiki translation (Huge thanks to @OakPlatinum).
- Update translations from crowdin. Huge thanks to everyone working there!
- Add glowing sections to some machines (Assembler, Enderic Laser, Basic Generator)
- Change particle accelerator curve calculations, making diagonals more efficient. This should make more "round" accelerators more efficient. This won't (or shouldn't) break existing designs.
- Improve/add some tooltips to items & machines.
- Fix framed / duct superconductors not working.
- Fix fuels from other mods not working in the basic generator on neoforge.
- Fix oil being tagged as water on neoforge.
- Fix client disconnects with pulverizer particles.
- Fix addons not disconnecting from some machines (mostly enderic lasers, and a few other blocks).
- Fix machine core interaction issues with some other mods that don't properly invalidate their caches on blockstate updates (looking at you AE2).
- Fix particle accelerator visuals being too long when exiting the collider.
- Add synergy matrix addon block
- Add missing default emi recipe entries
- Update arcane catalyst tooltip
- Update Accelerator Motor hitbox
- Fix destroyer block getting blocked by different air variants
- Fix pump not using energy
- Fix steam engine output positions
- Add new pulverizer model / animation / particles
- Add framed and duct pipe blocks (@Armen/NovaKatt)
- Add entity damage to reactor/nuke explosions
- Add steam -> snow recipe in chillers (thanks to @Motoko for the idea)
- Add powered furnace light emission while it's working
- Buff reactor heat pipe movement amount
- Buff reactor energy port default output, add a config option for it
- Fix raw_materials tag usage, all raw materials and recipes now use the raw_material_TYPE instead of the old raw_ores_TYPE tags
- Fixed uranium gem recipe not used the uranium dust tag
- Fix steam engine usage rendering in EMI
- Fix steam generates/engines using wrong units in UI labels
- Fix crash on dedicated servers when setting drone port targets