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RFTools Changelog 1.9.0
McJty edited this page May 14, 2016
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- Added a safety with logic blocks to avoid trying to get which direction air is facing. In some weird situations this could cause client side crashes
- Changed the back of the liquid and rf monitor so that it is more clear that the redstone signal only comes out of that side
- Fixed a problem when breaking an advanced powercell out of a network. There would be powerloss
- Added a safety to the screen renderer so that it doesn't crash in some cases where the screen block isn't there yet (after teleporting to the area where the screen is)
- Elevator related changes:
- Removed elevator spam in console
- Added the ability to assign labels to the first 8 floors of the elevator (done in the elevator screen module)
- Fixed a few issues with breaking and placing elevator blocks which would not always properly update the elevator status
- The elevator screen module can now use two columns if used in vertical mode to allow for up to 16 floors
- The storage item filter now works correctly if ore dictionary is enabled but the item is not registered to the ore dictionary
- Fixed a bug in the storage scanner + screen + modular storage where it would count items wrong if there were multiple items with different metadata
- MrRiegel fixed a few more slot positions in RFTools gui's
- MrRiegel made shift-click possible in the storage filter gui to make it easier to configure that filter
- MrRiegel did a fix to the slot position of the environmental controller (it was 1 pixel wrong)
- MrRiegel updated the powercell so that the creative powercell has all sides set to output by default
- Fixed a bug where installing a module in the environmental controller or screen would destroy the module if there was no more room for modules. This only affected the environmental controller or screen. None of the other module supporting blocks.
- The solid box shape is now default for quarry cards (instead of box) as this was confusing users
- Boni discovered that the way the rftools inventory things handle the new IItemHandler was slightly wrong. This fix requires new McJtyLib (1.8.3)
- Added a safety to the screen renderer so that it doesn't crash in some cases where the screen block isn't there yet (after teleporting to the area where the screen is)
- Fixed the logic gate block so that it properly works in all cases. Previously it wouldn't work correctly if it was mounted on a wall or a ceiling
- Fixed the pearl injector so that it can be automated (i.e. you can automatically insert pearls with a hopper or something)
- This time the elevator sounds should really be fixed on a server. Really. I promise! Sigh...
- Hotfix to fix crash when looking at entities.
- New storage control screen module which allows powerful interaction with a storage network. Here is how it works:
- Have several modular storage blocks (you can use any kind of inventories but it works most optimally with modular storage)
- Optionally use filter items and insert them in the storage blocks. That way you can control what kind of items go to what blocks.
- Have a single storage scanner. In that scanner press scan within a certain range and mark all storage blocks (using the 'star' button) that you want to be accessed through this system.
- Make a storage control screen module and link it with the scanner (sneak right click on the scanner).
- Make a screen, make sure it gets power (with a screen controller) and insert the module into it.
- Open the GUI of the screen module (through the screen) and configure the 9 slots with the item you want to see in that slot (click with the desired item on the slot)
- Now you can interact with that screen to insert and extract items. With a normal left mouse click on a slot in the screen you can extract a stack of items. If you use sneak left click you extract a single item.
- Using the 'Insert Stack' slot (left click) you can insert the stack that you're currently holding into the storage system provided that the screen is showing that kind of item. Using the 'Insert All' slot you can insert all items that match an item on that screen into storage. The storage scanner will make sure the items to go an inventory (and if you have supplied those with filters they will be properly sorted as well)
- As stated above this new module works most optimally with modular storage. The reason for that is that modular storage implements a new public IInventoryTracker api. With that api the storage scanner can detect if some inventory has changed. Other mods can also implement this api and make sure their inventory gets handled efficiently as well. Using this system the screen will not have to count the items every second because it knows when the inventory has changed.
- Screens are now easier to place on a wall.
- Screens no longer show their outline as that was a bit ugly.
- The screen API has changed.
- Fixed a possible crash when standing on a shield block and logging on a server
- Fixed sound registration which should make the elevator work on servers
- New elevator that can move any solid block platform between different levels. This is still considered an experimental feature and hasn't been tested on servers yet. There is also a known render glitch: if you go really high with the elevator the platform sometimes disappears if you are not looking directly at it. The elevator can move players and entities.
- New elevator button screen module to control the level for the elevator.
- New booster block that accepts modules from the environmental controller but only affects entities directly on top of the block. Handy for having long corridors where you give the player speed boost while he is going through that corridor (for example).
- Screens cannot be accidentally broken in creative (use sneak click to break). It is still not possible to operate the screen in creative mode however.
- Right clicking with an environmental module, a shape card, a space card, a filter card, a powercell card, or a screen module will automatically install it in the right machine: booster, builder, crafter, environmental controller, powercell, screen, shield, spawner, or modular storage.
- The builder will now also void grass blocks if voiding for dirt is enabled.
- Updated to latest forge (version 1865)
- Demonstration video for the new features: YouTube
- First non-beta release of RFTools for 1.9!
- The spawner now supports Wither skeletons
- The powercells look a bit nicer
- The syringe can now be automatically inserted/extracted from the spawner (for real) and the spawner no longer accepts other items in that slot
- The storage scanner will now only insert items in inventories that are marked with a star
- This version of RFTools needs McJtyLib 1.8.2
- Shield coloring works again. Also added other shield texturing options. The 'mimic block' features is temporarily disabled until I figure out how to implement that.
- The storage scanner has been ported from 1.7.10 and has been GREATLY enhanced. You can now use it to request items from any inventory in the neighbourhood and you it can also send items to those inventories based on a priority system.
- The spawner should now allow proper insertion/extraction of the syringe by automation.
- The storage module is slightly more robust in cases where something tries to manually extract the storage module from the slot.
- Opening the manual page from a block goes to the right page now.
- The manual has been updated.
- The block protector from 1.7.10 has been ported.
- The item filter from 1.7.10 has been ported.
- The inventory model for the environmental controller is better.
- The security system from 1.7.10 has been ported.
- The developers delight creative item has been ported.
- The RF Network monitor tool has been ported.
- The endergenic power generator has been ported and revamped with a new look.
- Fixed redstone logic blocks so they can also detect power from a redstone wire if it has a bend on the input side.
- Syringes are more robust now and should work also on zombie pigman and witches. It is possible that you'll have to remake some of the syringes to get the system operational again.
- Fixed the inventory models for the logic blocks.
- Code cleanup. Lots of common stuff has moved to McJtyLib (so McJtyLib beta15 is required)
- Environmental controller changes:
- The glowing star looks slightly nicer
- Water breathing module recipe changed to need essence of a guardian instead of a squid
- Added glowing module which adds a glowing effect to mobs and/or players
- Added 'no teleport' module which prevents Enderman from teleporting, prevents the usage of enderpearls for teleportation and also prevents the RFTools teleportation system
- Added luck module which adds the luck enchantement
- Improved the GUI of the environmental controller
- Added different modes. You can now specify that the controller should only work on players, mobs, hostile mobs, passive mobs or everything
- The environmental controller now properly supports IItemHandler
- The debuff modules (slowness, poison, ...) were previously not available by default. This has been changed so that they are now always available and the config option to make them available has been modified to indicate if they can be used on players. By default these modules only work on mobs but if you have a PVP server where you want to allow these also on players then you can enable that config
- The mob spawner from 1.7.10 has been ported:
- Compared to the 1.7.10 version a lot less bulk material is needed but more living material is needed. This helps with automating as automating bulk material is often not very easy
- All mobs should in principle be supported (including mobs from other mods). Note that for mobs that RFTools does not know it assumes a pretty expensive material cost and RF cost. This is to prevent the spawner from getting too powerful. Ideally a modpack developer should configure the spawner properly for all mods present in the pack.
- Builder changes:
- The builder can now properly insert and extract items from containers that only support the new IItemHandler.
- If the builder is used in combination with a space card then there is a new mode called 'collect' that can be used to collect items in the specified space chamber area. This needs RF per area block to do the check as well as RF per item that is collected this way.
- If 'loop' mode is enabled then the builder will constantly check for items when it has a redstone signal. Otherwise it will only check when it gets a redstone signal. That way you can preserve power and decrease frequency of the checks.
- In collect mode the builder will also collect XP orbs. For every 7 levels of XP a bottle of enchanting will be generated in the chest.
- Ported the environmental controller from 1.7.10 to 1.9 with a totally new look.
- Added the syringe as that is needed to craft some of the modules for the controller.
- Fixed a bug in the shield system where it would fail to check for allowed player names correctly.
- Make the matter transmitter safer by storing the player name during teleportation instead of the actual player. That way there is no longer the risk of crashing when the server/client is stopped while someone is in mid-teleportation
- The modular storage renders fine now (overlay for number of items and filter)
- WAILA is back so integration has been enabled again (needs new McJtyLib beta14)
- Ported the simple dialer logic block from 1.7.10
- More fixes related to latest forge.
- Needs McJtyLib beta13 to fix a problem with tooltips.
- Added a creative powercell: like a normal advanced powercell but it has an internal generator that does 1000000 RF/tick
- The charged portal item model is now fixed (renders correctly)
- Fixes for latest forge.
- Fixes for latest McJtyLib (beta12)
- 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 a bit more optimal
- Made testing for chunkloaded chunks a bit more correct
- Fixes for latest Forge
- Teleportation sound works again
- 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
- Elec332 also cleaned up the preferences handling (for gui style) in McJtyLib. This is why version McJtyLib beta10 is now required
- Removed unneeded retrogen spam
- The modular storage block looks at least a little bit nicer but the overlay isn't working
- Several model fixes
- Worked around the problem that SoundType.getBreakSound() is client-side only. This should make rftools builder work on servers
- Fixed shield block rendering (shouldSideBeRendered)
RFTools by McJty is licensed under the MIT License.
Overview
General Items
- Manual
- Dimension Manual
- RF Network Monitor
- Teleporter Probe (Admin-only)
- Developers Delight (Creative)
Blocks
- Machine Frame
- RF Monitor
- Liquid Monitor
- Crafter
- Storage Scanner
- Power Relay
- Item Filter
- Cosmetic Blocks
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