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| 1 | +## Changes made by GregTech: CE Unofficial |
| 2 | + |
| 3 | +### Features |
| 4 | +- Shadows of Greg content was almost entirely merged in, including: |
| 5 | + - Assembly Line |
| 6 | + - Fusion Reactors (MK 1-3) |
| 7 | + - Replicators, Mass Fabricators |
| 8 | + - Crates, Drums (now with an Aluminium variant) |
| 9 | + - Higher Tier Machines |
| 10 | + - Cluster Mill NOT moved over |
| 11 | +- Russian Localization updated |
| 12 | +- Machine Tank Sizes are now configurable (default unchanged) |
| 13 | +- Pipes now have proper models |
| 14 | +- GT6-Style Pipe and Cable connections config option (default false) |
| 15 | +- Pipes and Cables now have the "Machine Grid" when holding a tool or Cover |
| 16 | +- Cables now require Wire Cutters to connect and disconnect |
| 17 | +- Machines can require a Wrench to break with a config option (default false) |
| 18 | +- New Programmed Circuit texture (credit IMPACT) |
| 19 | +- Added Huge Pipes |
| 20 | +- Frame texture reworked, Colored Frames removed to reduce clutter |
| 21 | +- TheOneProbe now displays if a multiblock is formed or not |
| 22 | +- Many fluid textures were updated to be more unique |
| 23 | +- Added the Large Chemical Reactor (LCR), a multiblock Chemical Reactor with some custom recipes and perfect overclocking (4x the power, /4 the duration) |
| 24 | +- EBF coils have new textures, and have connected textures |
| 25 | +- Fusion and Superconductor coils for EBF replaced with Diamericium Titanium and Fluxed Electrum (tentative replacements) |
| 26 | +- Tanks in Machines now display their total fluid amount without needing the tooltip |
| 27 | +- Circuits have been entirely overhauled, with an inspiration from Omnifactory and IMPACT |
| 28 | +- New Boule, Neutronium Boule, as well as new SMD components, circuit boards, silicon chips, etc. |
| 29 | +- Fusion Reactor now illuminates its "rings" with a bright yellow texture |
| 30 | +- Multiblock Parts can now be placed facing directly up or down (instead of only towards the side) |
| 31 | +- Machines and Cables have a configurable color tint (default none, like GTCE) |
| 32 | +- Shadows of Greg Bundler recipes added to Packer and Unpacker |
| 33 | +- New tiers of Cells to hold much larger quantities of fluids |
| 34 | +- EBF now has coil bonuses: |
| 35 | + - Every 900K above the recipe temperature applies a multiplicative 5% energy discount |
| 36 | + - Every 1800K above the recipe temperature applies a "perfect overclock" (/4 duration instead of /2) |
| 37 | + - Every voltage tier above MV increases the total temperature by 100K |
| 38 | +- Transformers now have the "lower voltage side" on 5 sides, with higher voltage on one side |
| 39 | +- Infinite Energy Emitter for debug and Creative (or expert-pack endgame) |
| 40 | +- Added 3x3 Hammers (like Tinker's Hammers) |
| 41 | +- Added Electric Drills up to IV, can be as large as 9x9x9 (can be set in the tool with shift-right-click) |
| 42 | +- Added Super Tanks and Super Chests, starting at MV. Quantum Tanks and Chests are now later and much, much larger |
| 43 | +- Fluids can now be manually removed from Singleblock Generators |
| 44 | +- Advancements (achievements) were added all the way from Bronze to MK3 Fusion Reactor and Wetware Mainframe |
| 45 | +- TheOneProbe now displays recipe time in ticks when duration is short, to be more accurate |
| 46 | +- Progress Bars in JEI now are active (like Vanilla Furnace progress bar in JEI) |
| 47 | +- "Allow Input from Output Side" now defaults to True |
| 48 | +- Energy Output Hatches (now called Dynamo Hatches) now only output energy on one side (Energy Input unchanged) |
| 49 | +- Scanner from GT5U added, for Matter Replication among other things |
| 50 | +- Overclocking logic was changed: |
| 51 | + - Default logic is a flat /2 (from 2/2.8 split previously) |
| 52 | + - Config option is available, allowing a range from 2.0 to 3.0 |
| 53 | + - ULV -> LV no longer overclocks, keeping ULV recipes much more energy efficient |
| 54 | +- Primitive Water Pump was added (credit IMPACT) |
| 55 | + - Craftable before Steam-Era, requiring only Iron, Wood, and Stone |
| 56 | + - Outputs up to 3B/s of water, or as low as 150mB depending on the Hatch used and the Biome it is placed in |
| 57 | + - Look at JEI Info Tab for more details |
| 58 | +- Steam Machines now have a more distinct texture on their Venting Output |
| 59 | +- Drums and Tanks can now be cleared via a crafting recipe (like EIO Tanks), similar to Quantum/Super Tanks |
| 60 | +- Some Steam-Era Multiblock Machines were added: |
| 61 | + - Steam Grinder: |
| 62 | + - Multiblock Macerator at Steam-Age |
| 63 | + - Consumes 2x the base rate of Steam, at 1.5x the base duration, but up to 8 items at a time |
| 64 | + - Steam Oven: |
| 65 | + - Multiblock Furnace at Steam-Age |
| 66 | + - Consumes 2x the base rate of Steam, at 1.5x the base duration, but up to 8 items at a time |
| 67 | +- Tools can now be enchanted with Unbreaking, and Wrenches can have Efficiency as well |
| 68 | +- Item Pipes have been added |
| 69 | + - Much larger throughput compared to options from other Mods |
| 70 | + - More efficient (TPS) than EnderIO Conduits |
| 71 | + - Two Modes with a Conveyor or Robot Arm cover: |
| 72 | + - Priority: |
| 73 | + - Each Pipe has a "priority" value |
| 74 | + - Items will go to the lowest priority value first |
| 75 | + - Restrictive Pipes can be used to drastically increase priority value (lower priority) |
| 76 | + - Round Robin |
| 77 | + - Items will be evenly distributed to each destination |
| 78 | + - Unlike EnderIO, a single "group" of items extracted will be split across destinations |
| 79 | + - If an uneven amount of items to destinations, priority will break the tie |
| 80 | +- Many more materials now have Fluid Pipes and Item Pipes |
| 81 | +- Multiblocks can now share ALL hatches (energy, item in/out, fluid in/out) excluding Rotor Holders |
| 82 | +- Mixer now has 2 more Item Input slots |
| 83 | +- Chemical Reactor now has 1 more Item Output Slot |
| 84 | +- Distillery now has an Item Output Slot |
| 85 | +- GT Wrenches will now work for: BuildCraft, EnderIO, Thermal Expansion, Applied Energistics |
| 86 | +- New Covers: |
| 87 | + - Computer Monitor: a decorative cover |
| 88 | + - Energy Detector Cover: outputs redstone signal based on energy stored (has a few modes) |
| 89 | + - Fluid Detector Cover: outputs redstone signal based on fluid stored (has a few modes) |
| 90 | + - Item Detector Cover: outputs redstone signal based on items stored (has a few modes) |
| 91 | + - Crafting Station Cover: a GT Crafting Station, as a Cover! |
| 92 | + - Infinite Water Cover: creates 16 Buckets of water every second |
| 93 | +- Air Collectors reworked to Gas Collectors: |
| 94 | + - Have different Gases in each dimension |
| 95 | + - Use a Programmed Circuit, so can collect different gases in each dimension |
| 96 | + - Can be added to by CraftTweaker |
| 97 | +- Steam Era reworked: |
| 98 | + - Steam Machines: |
| 99 | + - Bronze Steam Machines now have double the duration of LV/Steel Steam Machines |
| 100 | + - Steel Steam Machines have normal LV duration but 2x the Steam Consumption |
| 101 | + - In total, Bronze/Steel/LV machines all have equivalent Steam Consumption (if using Steam Turbine for LV) |
| 102 | + - Many early game recipes tweaked to make the Bronze Machine nerf not as bad |
| 103 | + - Steel Steam Machine recipes are much more reasonable, requiring at most 1 Steel per machine, and being "direct upgrade" recipes for Bronze Machines |
| 104 | + - Steam Boilers: |
| 105 | + - Added Steel Solar Boiler |
| 106 | + - Boilers have a more clear steam production, now per second instead of 25/10 ticks |
| 107 | + - Lava generators buffed by 3x |
| 108 | + - Bronze Solar Steam Boiler buffed by 2x |
| 109 | +- Many JEI pages reworked (distillation tower, coke oven, assembly line) to be fancier |
| 110 | +- Cable Loss reworked: |
| 111 | + - Lossless wires will now no longer damage you |
| 112 | + - Cables will always have lossy wires, unless they are "Superconductors" |
| 113 | + - Superconductors are available at every tier, and are available only wires to reduce clutter |
| 114 | +- High-Amp Energy Hatches added (can be configured with a Screwdriver, with amperages: 2, 4, 8, 16) |
| 115 | +- High-Amp Transformers added (can be configured with a Screwdriver, with ranges: 1->4, 2->8, 4->16, 16->64) |
| 116 | +- Diodes Added, which allow energy flow in one direction and restrict amperage (can be configured with a Screwdriver, with amperages: 1, 2, 4, 8, 16) |
| 117 | +- GT Cables and wires can now natively power RF-consuming machines (with config, default true) |
| 118 | +- Simple Ore Washer added |
| 119 | + - Ore Washer, but only at ULV |
| 120 | + - Consumes 100mB of Water per recipe |
| 121 | + - Is much faster than an Ore Washer, but grants no byproducts |
| 122 | + - Can do: crushed -> crushedPurified, impureDust -> dust, pureDust -> dust |
| 123 | + - Effectively an Electric Cauldron |
| 124 | +- Fluid Pipe Algorithm fully reworked: |
| 125 | + - Pipes will behave similar to GT5, but without sloshing |
| 126 | + - Fluids will be evenly split across all directions at a pipe "junction" |
| 127 | + - Can also be set to Round Robin (with Pump cover) |
| 128 | +- Added Quadruple (4) and Nonuple (9) Pipes, which can move multiple fluid types through them at once |
| 129 | +- Distillation Tower Fluid Input Hatch can be placed on any block on the bottom layer. Energy Input Hatch can be placed on any block in the structure |
| 130 | +- Added Buffers, which can hold both a small amount of a few types of each Items and Fluids, meant for use in machine automation |
| 131 | +- Crafting Station now highlights missing items in saved recipes in red |
| 132 | + |
| 133 | +### Major Recipe Changes |
| 134 | +- Many, many new recipes for Vanilla items and blocks, with various configs to toggle |
| 135 | +- Casings now only make 2 per craft (instead of 3), Frames are cheaper to craft |
| 136 | +- Polybenzimidazole (PBI) has been added as a late-game polymer |
| 137 | +- Some processes have been rebalanced to be better to play with (Sulfuric and Nitric Acids, among others) |
| 138 | +- Singleblock Distilleries are now much faster, but do less fluid at a time |
| 139 | +- LCR has many recipes to "short-cut" processes (Epoxy, Polyethylene, etc.) |
| 140 | +- Uraninite processing is now slightly more complex (2 recipes total) |
| 141 | +- Electrolysis recipes are now on average 4x less duration |
| 142 | +- Ores that can be "directly smelted" into their materials have been reworked, so that dusts, crushed ore, etc will also direct smelt to the material |
| 143 | +- Decomposition Recipes (electrolysis, centrifuging) will now divide down to as few inputs as possible, still retaining full dusts and full buckets of outputs |
| 144 | +- Double Plates and Rounds were added, used in specific recipes |
| 145 | +- Many, many, many progression-related recipes were fixed (mostly from SoG) to allow full progression in the base mod |
| 146 | +- EBF coils now have slightly more complex recipes (configurable, default true) |
| 147 | +- Coal Gas and Coal Tar were added as another optional but very beneficial source of resources |
| 148 | +- Singleblock Distilleries will now always output the Item in the Distillation Recipe |
| 149 | +- Alloys can no longer be handcrafted past Stainless Steel, and require an on-tier Mixer to make |
| 150 | +- Harder recipes for Energy Hatches (configurable, default false) |
| 151 | +- Config to disable in-world Concrete Powder -> Concrete conversion |
| 152 | +- Indium now outputs 1 Small Dust each recipe instead of 1 Tiny Dust |
| 153 | +- High Octane Gasoline (HOG) and Nitrobenzene were added as more power options (as well as normal Gasoline) |
| 154 | + |
| 155 | +### Bug Fixes |
| 156 | +- Electric Tools now properly use power over durability |
| 157 | +- Many textures were fixed to be more consistent (z-fighting, improper coloration, etc.) |
| 158 | +- Drums and Tanks now respect sneaking and will not fill a bucket when sneaking |
| 159 | +- Steam Machines are no longer the Icon in JEI for machine categories |
| 160 | +- All tiers of wood pipes can now be crafted by hand |
| 161 | +- Fix Transformers not updating textures, and not properly sending a chat message |
| 162 | +- Machines with lots of slots causing the "Title" to overlap now have a larger GUI (no overlap) |
| 163 | +- Fix rare world corruption bug with Redstone cache |
| 164 | +- Fix Rubber Trees spawning in a perfect grid pattern |
| 165 | +- Drums now properly display their Tank contents in TheOneProbe |
| 166 | +- Tools now properly override `getToolClasses()`, leading to better mod compatibility |
| 167 | +- Fix Distillation Tower not respecting the output order in some arrangements of output hatches |
| 168 | +- Fix GT items being improperly sorted in JEI |
| 169 | +- Fix recipes being improperly sorted in each category |
| 170 | + - Sorted in groups of voltage-tier, with duration increasing within each tier |
| 171 | +- Fix recipes in JEI taking an odd number of ticks rounding up |
| 172 | + - 1 tick recipes properly display as 0.05s (instead of 0.1s) |
| 173 | + - Example: 19 ticks will show as 0.95s (before would have been 1s) |
| 174 | +- Cables and Wires now properly respect amperage on the line |
| 175 | +- Machines (and other Energy-acceptors) now no longer accept their maximum amount of amps per side, instead its per container |
| 176 | +- Cables will no longer burn improper parts of the network, and now is only the overamped/overvolted portion |
| 177 | + |
| 178 | +### CraftTweaker |
| 179 | +- Materials can now automatically generate IDs |
| 180 | + - Be careful, as changing the order of this will cause items in-world to disappear |
| 181 | +- Coke Oven and PBF have normal RecipeMaps now, instead of using custom ones |
| 182 | + |
| 183 | +### Removals |
| 184 | +- Potion Fluids placeable in-world were removed |
| 185 | +- Fluid Extractor and Extractor were combined into one machine (now Extractor) |
| 186 | +- Both Arc Furnaces were combined into one machine (now Arc Furnace) |
| 187 | +- Canning Machine and Fluid Canning Machine were combined (now Canning Machine) |
| 188 | +- Microwave, Amplifabricator, and Tesla Coil were removed |
| 189 | +- Dust-only Materials no longer generate blocks |
| 190 | +- GT Chests were removed (in favor of Crates, Super Chests, Quantum Chests) |
| 191 | +- Single-Use Batteries were removed (Except the ZPM) |
| 192 | +- Energy Field Projector was removed |
| 193 | +- Re-breather was removed |
| 194 | + |
| 195 | +### Misc Changes |
| 196 | +- Many Material colors and IconSets (their overall appearance) have been updated |
| 197 | +- Machine UIs were updated to be much cleaner, new progress bars, slot icons, better layouts |
| 198 | +- Electrolyzer and Centrifuge now show all 12 slots at once |
| 199 | + |
| 200 | +### Internal Changes |
| 201 | +- UHV - UXV Tiers are supported natively by GTCEu for addons to take advantage of |
| 202 | +- `Elements` is no longer an Enum |
| 203 | +- Machines can now be indestructable and Wither Proof, if properly set in the Class |
| 204 | +- Material ID limit was raised from 1,000 to 32,767 |
| 205 | + - GTCEu uses 1-2,999 |
| 206 | + - Gregicality/SoG uses 3,000-19,999 |
| 207 | + - 20,000-32,767 available for modpacks or other addons, not yet claimed |
| 208 | +- Material API was rewritten from scratch: |
| 209 | + - TODO |
| 210 | +- OrePrefix is no longer an Enum, and can easily be added to by addons |
| 211 | +- Shaped and Shapeless Recipe methods in `ModHandler` can now accept more types |
| 212 | +- `debug` config will now log failed recipe removals and additions |
| 213 | +- There is now a "PrimitiveMultiblockController" base class, which uses a normal RecipeMap. When paired with the `PrimitiveRecipeBuilder`, it will: |
| 214 | + - Allow recipes to be run without power |
| 215 | + - (by default) Initialize inventory for items and fluids to the Controller instead of Multiblock Parts (overridable) |
| 216 | + - Hide the EU/t and Total EU info from the JEI page |
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