Updates

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Revision as of 17:06, 2 April 2011 by Feanturi (talk | contribs)
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v5.05[edit]

IndustrialCraft is no officially WOLFY-COMPATIBLE :D

As well, most porting bugs got fixed. Including forgot-to-remove testing recipes >.>


v4.73[edit]



v4.69[edit]

-Cooling of Reactors is now even more important. Don't try to run Reactors without it!

-Added a config-setting, which will cause (upon being enabled) Generators/MFEs/Crystal Chargers to drop ALL charged stuff into a chest / into the world. Even applies to single batterys.

-Added maximum charge display on MFE GUI

-Putting items into the Miner's upper slot will cause it to retract pipe without filling the hole

-I've tried coding a "1/4" split cable thingy, but it resulted in a mess of extremely buggy code. Thus i cleaned it up again and dropped the idea, sorry.

-Fixed energy loss upon: Wiring an uneven current, dropping into an even current due to distance loss and then getting split. Noticed this while testing extremely buggy 1/4 split code :P

-As well, i've failed on coding the Miner to emit redstone-power upon doing nothing. I will try again later on, but i failed on transferring the data from the Miner-engine to the redstone-checking engine (via the block data).

-3 new pipes: Diamond, ITNT and Extractor, read updated OP for more info


v4.58[edit]

-Fixed uneven splitloss AGAIN. It's always "infinite energy bug" OR "uneven splitloss bug", i hope i've got them both this time.

-Snowballs are compressable into iceblocks now.

-Miners display they're actual mining depth + number of laid pipes.


v4.53[edit]

-Additional failsave for crashes in relation to the chest storing code

-Minecart tracks can now be crafted from BRONZE, as well

-For the sake of visibility, i've told IC not to show up any "new ID assigned to"-messages if the "new" ID is in fact the standard one. Just noted this here for the case some thinks the config is malfunctioning, suddenly.

-BAT-PACK, no more nasty interruptions to charge your tool while mining. Does not work with Lasers!

-New Jetpack sprite by Jamy

-MFE come crafted in double-packs again. However, their storage was cut by 100k to mere 60k. Now they're actually MFEs and not ENERGY STORAGE BLOCKS. Though you can still boost them to 500k Storage by feeding Crystals.

-Electric current distance-based energy loss was changed: Now the first 9 blocks are free, but you will loose 1 EU on the 10th block and every 3 blocks thereafter. I highly recommend using HV for anything past a few blocks.

-Fixed Miner turning Lapis Lazuli into Black Ink upon dropping it into a chest.

-Fixed Water Generator not producing auto-energy until "started" with a bucket of water

-MFEs dont emit light anymore (lol?)

-TESLA COIL, now you can toast Creepers twoway, even with more style. Watch out not to waste energy on zapping chickens/wolves/yourself.


v4.40[edit]

Upon building my sweet new house, i realised all the cables in the wall/floor looked crappy. And i've fixed it:

With the new Cable Obscurator, you can change the texture of cable blocks to some pre-defined stuff like stone, cobblestone, planks or even dirt.

This new function does not influence Currents or cable functions in any way, it solely modifies the texture index of cable blocks in relation to their metadata.


v4.39[edit]

fixes Terraformer-Flatificator causing crashes. My bad.


v4.38[edit]

- Miners now mine actual drops, not the blocks anymore (No more chest'd Coal-ore)

- Luminators ignore glass and reinforced glass for range-calculation

- MFEs can successfully store energy levels above 320000, sry for everyone loosing his energy. (Take note that updating to 4.38 will eventually cause all your MFEs to 10-fold their actual energy stored. As well, the storage of all pre-4.35 place MFEs

will increase by 0-32000k. This problem is meta-data related and will only occur once while updating to 4.35, sorry. This is due to the save/load-compression).


v4.35[edit]

All machines ejecting stuff (Generators and Miners) will now USE NEARBY CHESTS to store stuff. The priority order is the casual upwards, downwards, sidewards.

-Miners can now actively search for lava (like they search for ores), and are capable of storing lava in chests. Only if you have empty buckets in the chest, though (means, they will fill buckets in their chest or not do anything with the harvest lava).

-Some buff of an unknown secret recipe

-Now the config includes the option to activate rendering the Mining Pipe... now... pole-like. Advantage: Looks more pipe-like. Disadvantage: The menu-icon looks like a fence and if you NOT use the new chest feature, 60% of the miners loot will be stucked inside of the miner block, unreachable.

-HV Transformers now show the 3-cable texture on all sides, besides the "safe" lower output to prevent accidental explosions.

-You can now upgrade an MFEs storage capability by filling EMPTY ENERGY CRYSTALS IN THE TOP SLOT. Each Crystal integrated will increase the MFEs store by 40000. I will add some-wrench code to make it possible to REGAIN those crystals, but for now they are lost if you dismount the MFE.

-The bronze recipe does only produce 2 Bronze dust from now on.

-WaterMills can now automatically generate Energy, by surrounding them with water. But i tell you, they're output is LOOOOOOOOW, even when covered in 26 blocks of water

-Buffed SU Battery crafting

-Flatificator now works more accurately and will modify blocks like flowers and snow tiles.

-LUMINATORS FINALLY LIGHT STUFF UP! I 've just killed ~20 mobs with luminator power, after a burning zombie jumped on my head and slashed my last heart of before dieing as well.


v4.21[edit]

-Fixed another infinite-energy bug upon splitting uneven currents.


v4.20[edit]

- Windmills now are 33 % less efficient. Thus, they're energy level isn't above 9000 anymore.

- Windmill GUI fixed to display the proper energy production.


v4.18[edit]

- Fixed light sprite (slight error on the lower corner, the edge was missing)

- Reinforced Stone door completed (sprites by CrazyErik), now with new skin and stuff.

- Miner won't eat unlimited energy anymore upon hitting something they can't mine. Instead, they will just sit there and look pretty.

- Miner, Terraformers and MFEs have now an 100% sure drop rate upon being wrenched. Mobile equipment needs to stay mobile

- Newly added: If you're using electric current to power machines, their fuel gauge will show a full red energy symbol all over the time. Note: This does not yet work if the machine is NOT smelting. Working on it.

- Probably noone did notice, but Compressors had the evil ability to eat any kind of current and still only charge with 5 EUs. Fixed.

- You can now set the measuring speed of the EC Manipulator by rightclicking anything that isn't a MFE or a cable. This way you can measure low-frequenchy currents easier, as well as measuring high-frequency currents on high-speed PC without the current count doubling.

- Mining Laser got modified to contain 32 charges now. However, damage got reduced to 4 1/5 hearts.

- Sun shines through Reinforced glass now (means you can place Solar Generators below creeper-proof glass roofs)

- Wrenching a running machine caused said machine to drop in it's on-state, preventing it from being crafted, as well as looking stupid. It's fixed. (If you still have bugged machines at hand, place and wrench them again)

- Water Mill is wrenchable. As it's unused, noone noticed it, either way, probably...

- Wind Mills are now slightly less sensitive when it comes to blocks obscuring windflow. This exspecially applys for blocks below the WindMill.

- Wind Mill power will now be exactly displayed in the Wind-O-Meter (Wind Mill GUI), including ALL factors responsible for power output.

- Transformers now have the same features as the MFEs and will not waste current unnecessary anymore.

- Luminators, Industrial TNT and Nukes can now be recovered by wrenching them. Of course, without setting the explosives off.

- There is a new option in the config file, allowing you to DISABLE the neat functions of MFEs and Transformers to save energy on cable-dead-ends and uneven current-splits (as well as ALL saving functions for the HV Transformer). Challenge, anyone?

- For hardcore-players, there are two more possible options in the config file, to double or QUADROUBLE the energy hunger of all machines. Gl building more Solar Flowers.

- The Flatificator TFBP will now RAISE land below the Terraformers own height, as well. Means, it can completely level any (natural) terrain. Cheers!


v4.00[edit]

-ALL MACHINES CAN NOT BE REPLACED BY HAND ANYMORE. From now on, ALL machines, upon being broken, will drop machine blocks (unless it's a machine that didn't require a machine block to be crafted, in first place). This even applys to Miners and MFEs

-However, on the other side, you can now craft a tool called "Wrench", that will instantly dismount a machine upon RIGHTclicking and will drop it in portable form. ^^

-I've manually fixed the bug regarding MFEs wasting 1 EUs per split of an unever current. So far this "bug" could be repaired by adjusting the output of an MFE accordingly, now it's fixed per definition.

-Fixed a performance-related (?) issue causing crashes while wiring stuff to MFEs

-OMG LIGHTBULBS! Read the OP part for more. Really, first read it, THEN try to wire them to something.

-Config file includes an option to disable Luminators charging to level 3 (triple'd energy consumption + burn effect)

-Reinforced Stone Doors (currently with Irondoor-sprites)

-Smooth Stone can now be macerated into Cobblestone, Cobblestone and Sandstone can be macerated into Sand. Upon public request, not my idea.

-Wind generator GUIs now display their energy output (windrose replacing the fuel gauge) more accurately.

-Cactus was added (like Reed) to Generator's and Furnace's fuel lists

-High-Voltage Transformers added. PLEASE read the OP part first, i do not take any responsibility for idiots killing themselves/their machines with wiring HV wrong!


v3.99[edit]

-fixed test recipes, once more.


v3.98[edit]

-Solar generator is now FINALLY light-based. It needs DIRECT SUNLIGHT, and thus only works when placed below a free sky (glass can be above a solarpanel without obstructing it). And it only works midday, sunrise and sundawn do not count (duh).

-Reed and scrap can be used as burnable fuel in furnaces/generators. As well, fuel cans can now be burnt in normal furnaces, too (up to now they could only power Generators and Iron Furnaces).

-I've added 2 new possible Blocks, you can replace Obsidian in the Industrial Diamond recipe with.

-Crafting MFEs will only award you ONE of them, not two anymore.

-Flatificator TFBP crafting fixed

-New sprites: Wind Generator GUI, Mining Pipes, MFE, Windmill, Recycler, Cable, Miner, Reactor


v3.93[edit]

-fixed MFE's eating your dear Crystals


v3.92[edit]

-fixed crystal Chargers eating all your energy.


v3.90[edit]

-Reactor finally does only produce 4 Fuel Rods per Refinement Operation, long awaited nerf finally worked

-Reed and Cactus can now be used to craft plantballs

-Lava cannot power normal generators anymore (fail on my side)

-Scrab burns! (in generators, i will add Furnace support asap)

-Crystal Chargers can now be integrated into energy networks.

-As well, you can now use Charged energy Crystals to power your MFE

-TerraFormers now drain power IN REATIME... no more pesky "charge the hell up to give it one energy crystal worth of power". Instead, it will constantly use this power, making charging more easy.

-MFE's can now charge a STACK of batterys, by ejecting the filled ones in front of the MFE.

-OMG WTFLEEEEEET Armor works finally again (while having nanosuit installed). The code contained major bugs, causing your armor to be onlöy 0.1% of it's normal value, as well as defending better while being vastly damaged. FIXED!

-Switch Cable blocks. Now you can direct currents via a lever or other redstone XD

-Windmill, the sweet new energy source, daytime INDEPENDENT

-Flatificator, a new TFBP

-As well, you can now use Tin and Copper dust to ***** ********** **** ****. An effective way to use all that copper and tin ore floating around!


v3.74[edit]

-You no longer get a second useless MC Manipulator upon crafting.

-Standard output of MFEs set to 32, more useful if you split it.

-Pipes will no always be created in 2-bundles, halving the cost fo creating necessary Mining Pipes for Autominers

-Fixed glitch causing Transmitters and Generators to produce over-energy

Download fixed, sry for the trouble eventually caused. Forgot to include one new file ^^'


v3.70[edit]

-Refining Uran will only return FOUR Fuel Rods now, not SIX anymore.

-If your transmitter emits energy current and this current does not reach any powerable machine, the current will be relinked to the transmitted. No more wasted energy. Even better, this checks for machines being overpowered, as well. Means you can now just power your workshop all over the time, the Transmitter will only use energy IF there is some used. (and after each save/load, as machine-stored cannot be saved due to code limitations). NOTE: This does NOT apply to any sort of Generator. Only the MFE!

-Terraformer GUI fixed, the neat "Terraform" font wasn't displayed upon TFs being active.

-I've tried to add the possibility to charge any tools in an MFE, like with the mobile Charger. Doesn't exactly work, though. Working on it, stay tuned.

-Splitting a current into two on a T-cross-cable will not have additional energy loss anymore.

-As well, current strength is reduced by 1 for each 5 blocks again. However, it gains a 2 block boost, meaning that the first 2 cables will not be accounted, resulting in a loss of energy on the 7th block, 12th block, 17th block, etc. This should make it more comfortable to wire Solar Panels in Stylish uses.

-A new item, the EC Manipulator. If you rightclick an MFE, you can tweak it's power output from 1 to 50. Rightclicking on a cable will measure ALL currents running through it. I recommend testing it multiple times, as a bad-timed click will result in displaying doubl'ed current. Not sure about this issue yet, it's CPU-performance-related.


v3.57[edit]

-increases energy transmission. Energy will decrease by one for EIGTH travelled block, not five, anymore. As well, i've reset the ore spawnrates to 2.18_5 niveau, as some people noticed newly spawned world not containing any ores.


v3.55[edit]

-fixes a glitch allowing you to create 16er stacks of charged batterys, as well as adding the possibility to put SU batterys into MFEs.


v3.53[edit]

-doubles the MFE storage capacity (necessary due to recently increased output) as well as fixing a bug of the MFE ignoring laid redstone when containing more then 20000 EU.


v3.51[edit]

-triples the MFE output.