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RFTools Changelog 1.8.9

McJty edited this page Apr 30, 2016 · 30 revisions

4.23beta40:

  • Fixed the logic gate so it now works correctly on all sides.

4.23beta39:

  • Fixed shield and teleportation system so that the name of the player is correctly used in case of disallowing and/or allowing players.

4.23beta38:

  • Fixed a possible crash bug when a client or server would exit while a player was busy teleporting.

4.23beta37:

  • Fixed a problem with many RFTools machines as they implemented IItemHandler the wrong way which made some things (like hoppers) insert and extract items from slots that they shouldn't
  • Made remote storage slightly more efficient
  • Added better way to test if something is chunkloaded. Should make a few things more robust

4.22beta35:

  • Fixed a bug with powercells not being correctly registered as being advanced. This could cause wrong power values to be used sometimes
  • Added waila information on RF/t per side as well as extraction cost
  • Made the powercell code more robust by fully updating the network if blocks are added or removed
  • New version of mcjtylib with a feature from mezz to push aside the JEI buttons for the RFTools side buttons so they no longer overlap

4.22beta33:

  • All logic blocks can now be placed on walls and ceilings. The placement system has also changed. The side that you point at will be the side on which the logic block is placed. The direction of the logic block depends on where you click on the block. The output side of the logic block (i.e. the orange arrow) will be point in that direction.
  • Use the wrench to rotate the logic block on its side.
  • New 3 logic gate that can combine 3 inputs into one output in a very flexible manner.

4.22beta32:

  • Fixed a crash bug with the shield.

4.22beta30:

  • Fixed the average power calculation when having a mixed advanced/non-advanced powercell multiblock
  • Show ownerinformation now for powercells in WAILA tooltip
  • Sneak-wrench a smartwrench in select mode on a powercell will dump where all the blocks are. This is handy for finding out where all the power is going
  • Keep statistics on insertion/extraction from a cell. Every powercell now keeps track of how much energy it has received or send out (from that block). This is also shown when dumping statistics.
  • Added protection when swapping out screen modules (wrong data for the given module). This could cause crashes
  • RF/t (and other per tick calculations) for the screen modules are now much smoother and work better when multiple persons are online
  • The RFTools shield is back. Block mimicing and colored shields are not yet done. So for now you can only get the white transparent looking shield and an invisible shield. All other features work (that includes building shield shapes with templates, using the shape card, killing mobs, ...)

4.22beta28:

  • Added a new advanced powercell that can store 4 times as much RF (2000000) as the normal one and also has 4 times as much RF/t transfer rate per side (20000 RF/t)
  • Improved the textures of the powercells a bit
  • The powercells can now also charge items (like the coal generator) and do so much faster
  • The powercell tooltip shows how much can be stored in it
  • Some recipes in the manual show correctly again
  • Fixed a bug where it was not possible to use right click the redstone transmitter on another transmitter or receiver to copy the channel
  • Several recipes for the screen redstone modules (button, counter, ...) were missing

4.22beta25:

  • Ported the RF and liquid monitor blocks from 1.7.10
  • Completely new and reworked screen module API to make it easier for modders (including myself) to make custom screen modules that are compatible with RFTools screens
  • RFTools inventory now properly implement the new item handler system.

4.22beta22:

  • Item module for screens should now work with inventories that only support the new capabilities.
  • Screen modules that show extra info should work again (i.e. showing RF, fluid amount, items in inventories, ...)
  • All RFTools blocks that have an inventory should now also work through the new item handler capability.
  • Ported the RF power relay back from 1.7.10.

4.22beta20:

  • Fixed a compatibility problem with rftools dimensions that could cause crashes if a powercell was placed disconnected from other powercells.
  • Added Chinese translation.

4.22beta18:

  • Requires McJtyLib 1.8.1beta6
  • Ported to the new official RF API! Warning! This is not compatible with our own port of RF so do not put this in modpacks unless you have confirmed that all other RF using mods have been ported!

4.22beta17:

  • Tried to improve the way blocks are voided (with the builder)
  • Added a new config option for the builder to control if tile entities should be skipped or not. By default this is set to true (old behaviour) but you can set it to false if you want to be able to mine ores that are tile entities. Be careful as with this set to false the quarry will mine any tile entity it finds except for the ones in a 3x3x3 around the builder itself
  • Fixed a possible TE registration problem which could cause conflicts with other mods (there was no such case but it could happen)

4.21beta16:

  • Forgot the crafting recipes for the shape cards

4.21beta15:

  • Ported the builder with almost all functionality from 1.7.10 to 1.8.9. The only thing not working is rotation. Normal move/swap/copy/quarry/void/build should all work.
  • Added a new powercell. This is both an energy storage solution as well as a way to 'teleport' RF power to other locations (with a small cost associated to that).
    • You can configure the sides of the powercell to be 'none', 'input', or 'output' (right click with wrench or set all sides at once with the GUI).
    • A powercell can be used locally (without inserting a powercard). In that case it just stores up to 500000 RF locally.
    • If you use a powercard then as soon as you insert it into the powercell the card will get a new unique ID. You can then put other cards into the right slot of the powercell GUI to copy that ID. If you then put those copies in other powercells they will share the same energy and form a multiblock. These other powercells don't have to connect. They don't even have to be in the same dimension (but read about the cost of doing that later). The total size of energy you can put in such a connected powercell grid is the number of cells multiplied with 500000.
    • If you have a connected powercell and then remove the card then it will retain it's energy (the total energy divided by the amount of blocks that the grid had before) and the energy that is now local will be removed from the grid. If you then re-insert the card the block will be added to the grid again and the energy that was local will be added to the grid energy.
    • Connected powercells have power transfer without cost. But as soon as the grid is disconnected in some way there will be a cost. This cost is calculated based on distance between connected subparts of the grid. For example, if you have 10 cells connected to each other and 1 cell a long distance away then extracting energy from that single block will be more costly then extracting energy from the 10 connected cells. The reason is that more power is stored in the 10 cells relative to the total amount so it can get to it faster if you extract it from there.
    • By default the maximum distance is 10000 blocks (transfer between dimensions is also capped at that distance). Distances bigger then that will not cause a bigger cost. At this maximum distance the cost factor is 10% by default. That means that if you have a single power block in the overworld and a huge collection of cells in another dimension then you will pay close to 10% extra for energy that you extract (it is not exactly 10% since the cell you have locally brings the cost down slightly).
    • Transfering powers over great distances works better in dimensions that are powered by RF. For that reason it is more efficient to have powercells in RFTools dimensions. If you transfer power from an RFTools dimension to the overworld the cost is half. If you transfer power between RFTools dimensions then the cost is only 25%.
    • Infusing a cell will further reduce the cost of transfering energy up to 50% (for a 100% infused cell). This infusion process has to be done on the cell from which you are extracting energy. The infusion levels of the other cells doesn't matter.
    • By default a powercell can output 5000 RF/tick per side (configurable). Infusing the cell to 100% will raise that to 7500 RF/tick.
    • Note about efficiency: a big multiblock with powercells spanning lots of dimensions and having hundreds of cells will keep on working even if most of those cells are not chunkloaded. You even have access to all the power in the grid without having the need to chunkload every part of the multiblock. Of course unloaded powercells cannot get new power themselves but they can get new power through other cells that are loaded.

4.20beta14:

  • Added /rfttp tp and list commands
  • Added a new method to remove all destinations from a dimension

4.20beta12:

  • Fixed a problem that the storage and filter slots were no longer accessible except with shift-click
  • Fixed scaling of many models in rftools when holding them in your hand (3rd person view)
  • The buttons to navigate in the manual work again
  • Fixed a crash that sometimes occured when someone was standing on the matter transmitter

4.20beta11:

  • Added forgotten recipes for the manual and smart wrench
  • Fixed model and textures for machine frame and block
  • Added API for teleportation system meant for the RFTools Dimensions addon
  • The screen now correctly restores OpenGL state (meaning water no longer turns dark and some chests no longer turn inside-out)
  • Fixed tooltips for items in the modular storage block GUI
  • Dimensional ore now comes in three variations: normal, nether, and end.
  • Dimensional Shards are now part of RFTools. If RFTools Dimensions is not present then a hard crafting recipe is enabled by default and the shard ores will spawn in the nether and the end. If RFTools Dimensions is present this does not happen unless you configure it.
  • By default RFTools will perform retrogen on the dimensional shard ore. This can be disabled if needed.
  • Renamed main.cfg -> rftools.cfg
  • Ported the Machine Infuser from 1.7.10
  • The coal generator is now infusable and if fully infused will produce twice as much power (120 RF/tick) and last 50% longer on the same coal.
  • The coal generator WAILA tooltip now shows how much power is generated.
  • The screen WAILA tooltip is less verbose and now only shows [NOT CONNECTED] and/or [NO POWER] if something is wrong.
  • Added the creative only shard wand to fully infuse a machine.

4.20beta8:

  • Fixed the rendering of the screen item so it no longer causes the screen to darken inside JEI.
  • Fixed the modular storage so that you can actually take out items.
  • Work on Modular Storage block rendering (the front cover). It should now be completely correct
  • The logic blocks and wireless redstone system from 1.7.10 are ported: counter, sequencer, timer, redstone transmitter, and the redstone receiver.
  • The screen modules that are related to those are ported: redstone module, button module, and counter module. That means interactive screens are back.
  • Standing inside a big screen will no longer suffocate you.
  • The coal generator is no longer able to generate RF out of any random item you pipe into it.
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