First release of AE2 for 1.18.2.
This is more experimental than the minor version change in Vanilla suggests due to various major internal changes by Mojang.
What's Changed
- Optimize storage tick performance by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6043
- Fix #6053: Incompatibility with The Bumblezone mod by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6056
- Fix #6049: storage cells ignoring inverter cards by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6057
- Account for notifications sent to grid nodes potentially destroying the grid that is currently being ticked, fixing potential crashes by @shartte in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6058
- Fixes #6031: add API for addons to register common AE2 behaviors (import, export, UI, etc.) for their custom storage types (i.e. gases) by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6041
- Allow addons to register custom JEI entrystacks for their custom storage types (i.e. gases) by @shartte
What's Changed
- Optimize storage tick performance by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6043
- Fix #6053: Incompatibility with The Bumblezone mod by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6056
- Fix #6049: storage cells ignoring inverter cards by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6057
- Account for notifications sent to grid nodes potentially destroying the grid that is currently being ticked, fixing potential crashes by @shartte in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6058
- Fixes #6031: add API for addons to register common AE2 behaviors (import, export, UI, etc.) for their custom storage types (i.e. gases) by @Technici4n in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6041
- Allow addons to register custom REI entrystacks for their custom storage types (i.e. gases) by @shartte in https://github.com/AppliedEnergistics/Applied-Energistics-2/pull/6037
What's changed
- Overhaul of the crafting status screen. It now shows a scrollable list of all CPUs on the network.
- Processing Patterns can now have up to 18 inputs and 6 outputs, accessible using a scrollbar on the left side (when in processing mode)
- Pattern Providers now limit the size of their return inventory similar to interfaces
Ooops. We made a mistake when we published 10.0.0 for Forge, and it did not include the fixes listed in the changelog. This bugfix release actually includes the changes listed in the first 10.0.0 stable release. They are repeated here for your convenience:
For an Overview of major new features since 1.16/1.17, please see the 1.18 announcement on Reddit.
What's changed since the last Beta
- Added inscriber recipes to crush certus and fluix crystals back down to dust. This essentially makes certus crystals renewable for the time being.
- Various Color Applicator Enhancements:
- When held in the off-hand, placed cables will automatically be colored by the color applicator (#3854)
- While holding a color applicator in the main or off-hand, pointing at a cable/block and clicking the middle-mouse button will select that color in the color applicator (#88)
- When the color applicator runs out of a particular color, it'll properly reset back to empty to indicate it has run out (#3895)
- Added a fully kitted out color applicator to the creative menu (all colors, energy upgraded, charged - only works partially on Forge due to Forge bugs)
- Fix untranslated tooltip of memory cards when used on P2P tunnels (#5998)
- Use higher contrast text color on storage and crafting monitors (#6004)
For an Overview of major new features since 1.16/1.17, please see the 1.18 announcement on Reddit.
What's changed since the last Beta
- Added inscriber recipes to crush certus and fluix crystals back down to dust. This essentially makes certus crystals renewable for the time being.
- Various Color Applicator Enhancements:
- When held in the off-hand, placed cables will automatically be colored by the color applicator (#3854)
- While holding a color applicator in the main or off-hand, pointing at a cable/block and clicking the middle-mouse button will select that color in the color applicator (#88)
- When the color applicator runs out of a particular color, it'll properly reset back to empty to indicate it has run out (#3895)
- Added a fully kitted out color applicator to the creative menu (all colors, energy upgraded, charged)
- Fix untranslated tooltip of memory cards when used on P2P tunnels (#5998)
- Use higher contrast text color on storage and crafting monitors (#6004)
For an Overview of major new features since 1.16/1.17, please see the 1.18 announcement on Reddit.
What's changed since the last Beta
- Added inscriber recipes to crush certus and fluix crystals back down to dust. This essentially makes certus crystals renewable for the time being.
- Various Color Applicator Enhancements:
- When held in the off-hand, placed cables will automatically be colored by the color applicator (#3854)
- While holding a color applicator in the main or off-hand, pointing at a cable/block and clicking the middle-mouse button will select that color in the color applicator (#88)
- When the color applicator runs out of a particular color, it'll properly reset back to empty to indicate it has run out (#3895)
- Added a fully kitted out color applicator to the creative menu (all colors, energy upgraded, charged - only works partially on Forge due to Forge bugs)
- Fix untranslated tooltip of memory cards when used on P2P tunnels (#5998)
- Use higher contrast text color on storage and crafting monitors (#6004)
What's Changed
- Add broader support for substituting buckets in crafting recipes with fluids
- Fix charging (some) items beyond their max power
- Multiple recipe transfer fixes. Specifically moving items out of the crafting term should be fixed.
What's Changed
- Internal overhaul of recipe transfer. It should now work for all relevant recipe types and correctly import amounts for items/fluids. It also uses better prioritization when encoding items into patterns.
- NOTE: Recipe transfer refers to pressing the "+" button in a JEI or REI recipe while an AE screen is open
- Recipe transfer will now use Vanilla ingredient rules when being used in a crafting terminal (this should now work a lot better with damaged items or items with NBT)
- The pattern encoder will now switch modes automatically based on the recipe being transfered (crafting table recipes -> crafting mode, everything else -> processing mode)
- For processing patterns, recipe transfer will now group together multiple copies of the same ingredient and sum their amounts
- When a processing pattern has multiple outputs there is no a button to cycle the primary output between the encoded outputs to better support transfering processing recipes from JEI, where it is unknown which output is the primary.
Fixes
- Fix middle mouse button not opening the "set amount" screen in the pattern encoder in survival mode (#5968)
- Fix unpowered drives/chests not showing the black cell LEDs (#5949)
- Fix network tool not saving its contents when existing items were being split/stacked in the UI (#5955)
- Fix that storage bus/formation plane would not show the contents of the config slots below the second row when being opened for the first time after being loaded (#5969)
What's Changed
- Internal overhaul of recipe transfer. It should now work for all relevant recipe types and correctly import amounts for items/fluids. It also uses better prioritization when encoding items into patterns.
- NOTE: Recipe transfer refers to pressing the "+" button in a JEI or REI recipe while an AE screen is open
- Recipe transfer will now use Vanilla ingredient rules when being used in a crafting terminal (this should now work a lot better with damaged items or items with NBT)
- The pattern encoder will now switch modes automatically based on the recipe being transfered (crafting table recipes -> crafting mode, everything else -> processing mode)
- For processing patterns, recipe transfer will now group together multiple copies of the same ingredient and sum their amounts
Fixes
- Fix middle mouse button not opening the "set amount" screen in the pattern encoder in survival mode (#5968)
- Fix unpowered drives/chests not showing the black cell LEDs (#5949)
- Fix network tool not saving its contents when existing items were being split/stacked in the UI (#5955)
- Fix that storage bus/formation plane would not show the contents of the config slots below the second row when being opened for the first time after being loaded (#5969)
New Features and Other Changes
- Overhaul how fluids and amounts can be encoded for processing patterns in the pattern encoding terminal.
- Drag and drop items and fluids directly from REI/JEI
- or Right-Click with any fluid container in hand
- Middle-Click to Modify the Amount
- Modifying the amount works for items too. Setting to 0 will clear the slot.
- Added Energy Upgrade to increase energy capacity of portable items (Thanks Azercoco! #5914)
- Crafted from Advanced Card and Dense Energy Cell.
- Can be added to Portable Cells, Color Applicator, and the Matter Cannon in the Cell Workbench
- Added upgrade slots directly to the Wireless and Wireless Crafting Terminal user interface. The card can be added there.
- More colorfoul item tooltips (thanks Azercoco!)
- Added a type filter to terminals (fluids, items, both) (Thanks DrummerMC! #5927)
- Play the appropriate emptying sound when directly emptying a bucket of fluid onto a closed portable cell in the player inventory
- [Fabric] Minimum MC version is now 1.18.1
- [Forge] Slightly improved JEI recipe transfer for fluids/non-standard recipes (still some work to do)
- [API, Breaking] Upgrades have changed significantly and now allow addons to add custom upgrades. (see API Docs)
Fixes
- Fix spatial storage dimension causing Minecraft version update to fail due to Vanilla incompatibility with custom dimensions during world upgrade process.
- Automatically readd the spatial storage dimension on world-load when it goes missing from
level.dat
for some reason. - Fixes unlocalized advancement names.
- Fixes wireless terminal / portable cell not being able to be opened from off-hand. (#5944, #5869)
- Trigger block/neighbor updates while still generating the world-gen chunk to prevent world-gen from stalling when it tries to flow water/make obsidian after the fact. (#5939)
- Fixes crash when an interface crafting job is canceled but the requested item is subsequently inserted on the same tick (#5919)
- Correctly decode processing patterns where the same item was specified as a primary and secondary output (#5917)
- [Fabric] Fixes potential crashes with ModernIndustrialization when storage buses are too thorough while checking for extractable content. (#5930)
New Features and Other Changes
- Overhaul how fluids and amounts can be encoded for processing patterns in the pattern encoding terminal.
- Drag and drop items and fluids directly from REI/JEI
- or Right-Click with any fluid container in hand
- Middle-Click to Modify the Amount
- Modifying the amount works for items too. Setting to 0 will clear the slot.
- Added Energy Upgrade to increase energy capacity of portable items (Thanks Azercoco! #5914)
- Crafted from Advanced Card and Dense Energy Cell.
- Can be added to Portable Cells, Color Applicator, and the Matter Cannon in the Cell Workbench
- Added upgrade slots directly to the Wireless and Wireless Crafting Terminal user interface. The card can be added there.
- More colorfoul item tooltips (thanks Azercoco!)
- Added a type filter to terminals (fluids, items, both) (Thanks DrummerMC! #5927)
- Play the appropriate emptying sound when directly emptying a bucket of fluid onto a closed portable cell in the player inventory
- [Fabric] Minimum MC version is now 1.18.1
- [API, Breaking] Upgrades have changed significantly and now allow addons to add custom upgrades. (see API Docs)
Fixes
- Fix spatial storage dimension causing Minecraft version update to fail due to Vanilla incompatibility with custom dimensions during world upgrade process.
- Automatically readd the spatial storage dimension on world-load when it goes missing from
level.dat
for some reason. - Fixes unlocalized advancement names.
- Fixes wireless terminal / portable cell not being able to be opened from off-hand. (#5944, #5869)
- Trigger block/neighbor updates while still generating the world-gen chunk to prevent world-gen from stalling when it tries to flow water/make obsidian after the fact. (#5939)
- Fixes crash when an interface crafting job is canceled but the requested item is subsequently inserted on the same tick (#5919)
- Correctly decode processing patterns where the same item was specified as a primary and secondary output (#5917)
- [Fabric] Fixes potential crashes with ModernIndustrialization when storage buses are too thorough while checking for extractable content. (#5930)
New Features and Other Changes
- Add the ability to directly insert items and fluids into portable cells without having to open them, by right-clicking with the item/container in hand on the portable cell in your inventory. This also works by holding the cell in hand and right-clicking onto the items to insert into it. Thanks @Azercoco! (#5882)
- Allow disassembly of empty portable cells into their components by shift+right-clicking, to make upgrading them easier. (#5897)
- Show the appropriate colored status LED for portable cells and storage cells in item form. (#5899)
- Add a setting to the UI of Crafting CPUs to configure whether a CPU should only be auto-selected for crafting jobs by players, machines (export-bus/interface) or both. Thanks @ramidzkh! (#5908)
- Added a Skystone tank that can hold 16 buckets, similar to the existing Skystone chests. Thanks @Azercoco! (#5894)
- Indicate when items are being hidden through JEI or REI search (#5904)
- [Fabric, REI only] Improved REI One-Click Recipe Transfer for encoding processing patterns by adding support for multiple outputs, fluid inputs, and using the exact fluid amount from the recipe automatically. (JEI has no API for this yet) (#5871)
- Update fluid portable cell textures to match the fluid storage cells (#5887)
- Slightly change crafting recipes for portable cells to ensure players don't accidentally void storage cells by using them to craft portable cells. (#5892)
- Add tooltips to the inscriber slot to describe on which sides they can be automated. (#5881)
- [Forge] It's now possible to pick up fluids one-by-one from a terminal with a stack of empty buckets in hand, and general Forge behavior for emptying/filling fluid containers is used (#5896)
- [API] We now publish an API primer and Javadoc on our website: https://appliedenergistics.github.io/api.html
- [Internal] Integrated with Crowdin to enable crowdsourced translations for AE2. Please ask on Discord for details on how to contribute. (#5878)
Bugfixes and other Changes
- Fixes excessive energy drain for Fluid P2P tunnel. Thanks @DrummerMC! (Fixes #5876)
- Fix Pattern-Provider Blocking Mode when a Crafting CPU with multiple Co-Processors inserted multiple items on the same tick into a storage bus. Every insertion will now be taken into account by the next when testing "does this already contain the ingredients?". (#5870)
- Fixes that power consumption for Fluid autocrafting was calculated incorrectly and was far too high. Thanks @DrummerMC! (#5872)
- Fix cables and parts dropping while breaking them in creative mode. They should only drop contained items now. (#5838)
- Fix Tiny TNT destroying waterlogged blocks. Thanks @Azercoco! (#5895)
- Use appropriate 3D models when portable cells are inserted into an ME drive (#5900)
- Fix ME Chest not showing changing cell state (full, empty, etc.) immediately. (#5903)
- Fix client-side ghost parts when security-checks fail for placed parts (#5905)
- Disable rotation feature for network tool allowing it to show the network status on rotatable blocks (#5907)
- Update search in Terminal if the search mode is toggled away from REI/JEI search (#5906)
- Fix sorting for fluids in terminal sorting by millibucket/droplet instead of bucket amount. Thanks @DrummerMC! (#5910)
New Features and Other Changes
- Add the ability to directly insert items and fluids into portable cells without having to open them, by right-clicking with the item/container in hand on the portable cell in your inventory. Thanks @Azercoco! (#5882)
- Allow disassembly of empty portable cells into their components by shift+right-clicking, to make upgrading them easier. (#5897)
- Show the appropriate colored status LED for portable cells and storage cells in item form. (#5899)
- Add a setting to the UI of Crafting CPUs to configure whether a CPU should only be auto-selected for crafting jobs by players, machines (export-bus/interface) or both. Thanks @ramidzkh! (#5908)
- Added a Skystone tank that can hold 16 buckets, similar to the existing Skystone chests. Thanks @Azercoco! (#5894)
- Indicate when items are being hidden through JEI or REI search (#5904)
- [Fabric, REI only] Improved REI One-Click Recipe Transfer for encoding processing patterns by adding support for multiple outputs, fluid inputs, and using the exact fluid amount from the recipe automatically. (JEI has no API for this yet) (#5871)
- Update fluid portable cell textures to match the fluid storage cells (#5887)
- Slightly change crafting recipes for portable cells to ensure players don't accidentally void storage cells by using them to craft portable cells. (#5892)
- Add tooltips to the inscriber slot to describe on which sides they can be automated. (#5881)
- [API] We now publish an API primer and Javadoc on our website: https://appliedenergistics.github.io/api.html
- [Internal] Integrated with Crowdin to enable crowdsourced translations for AE2. Please ask on Discord for details on how to contribute. (#5878)
Bugfixes and other Changes
- Fixes excessive energy drain for Fluid P2P tunnel. Thanks @DrummerMC! (Fixes #5876)
- Fix Pattern-Provider Blocking Mode when a Crafting CPU with multiple Co-Processors inserted multiple items on the same tick into a storage bus. Every insertion will now be taken into account by the next when testing "does this already contain the ingredients?". (#5870)
- Fixes that power consumption for Fluid autocrafting was calculated incorrectly and was far too high. Thanks @DrummerMC! (#5872)
- Fix cables and parts dropping while breaking them in creative mode. They should only drop contained items now. (#5838)
- Fix Tiny TNT destroying waterlogged blocks. Thanks @Azercoco! (#5895)
- Use appropriate 3D models when portable cells are inserted into an ME drive (#5900)
- Fix ME Chest not showing changing cell state (full, empty, etc.) immediately. (#5903)
- Fix client-side ghost parts when security-checks fail for placed parts (#5905)
- Disable rotation feature for network tool allowing it to show the network status on rotatable blocks (#5907)
- Update search in Terminal if the search mode is toggled away from REI/JEI search (#5906)
- Fix sorting for fluids in terminal sorting by millibucket/droplet instead of bucket amount. Thanks @DrummerMC! (#5910)
This is the first beta release of Applied Energistics 2 for Minecraft 1.18
Please see the forthcoming Reddit post on /r/feedthebeast/ for a quick recap of major new features in AE2 10.0.
Changes since 10.0.0-alpha.7
- Introduces a visual preview of where a part, cable or facade would be placed (#5853). This can be disabled in the client config file under key
showPlacementPreview
. - Show number of channels and their passive energy drain in the network tool status UI (#5837)
- Added fuzzy card support for the ME Interface, which will stock items based on the configured fuzzy-mode while ignoring NBT data as usual. (#1603)
- Rework how Terminal Search Modes work and introduce better tooltips / new REI/JEI search mode (#5843, #5825). In REI/JEI search mode, the AE search box will now be hidden and the JEI/REI search box will be used instead. Also clarified what "Auto" and "Keep" mean in the tooltip.
- Reintroduced that on mouse-over only the part attached to a cable will be outlined and not all parts attached to the block.
- Fix inverted block/item placement mode button in formation plane UI
- Fix that the player statistics "items inserted" and "items extracted" are affected by fluid insertion/extraction (and those count millibuckets/droplets) (#5857)
- Fix "~ 1" being shown instead of "1" for buckets of fluid in terminals, when the amount was exactly 1 bucket.
- Move all network slots 1px to the left to align them with the player inventory slots
- Fix that the crafting plan shows missing items for items that are provided by level-emitters with crafting cards if any other item is missing (#5847)
- Fix ghost-patterns being created when patterns are taken out of pattern providers (#5839)
- Fix middle-mouse button to request crafting for items that are in stock for survival mode (#5852)
- For export buses and interfaces with crafting cards, the system will now auto-craft less than configured if not enough items are available (#96)
- Fix a cable dupe bug where placing a cable onto a pre-placed cable-anchor would dupe the cable if it got immediately broken again due to network security (#5858)
- Fixes that the UI of parts would open when a part was placed on the opposite site of the same cable (#5842)
- [Internal API] Refactored MenuLocator to allow AE2WTlib to more easily allow their terminals to be in trinket slots
WARNING
Items will not migrate over from 1.17 or before due to the mod-id changing to ae2 in this release, and fully unifying fluid/item machines.
More in-depth release notes will follow in a later release (probably in the beta).
Channel Modes
This alpha version introduces new options to change how AE2 channels behave in your world. There's a new configuration option in the general section (channels) which controls this option, and a new in-game comman for operators to change the mode and the config from inside the game. The command is /ae2 channelmode <mode>
to change it and /ae2 channelmode
to show the current mode. When the mode is changed in-game, all existing grids will reboot and use the new mode immediately.
Available modes:
default
The standard mode with the known channel capacities of cable and ad-hoc networksx2
All channel capacities are doubled (16 on normal cable, 64 on dense cable, ad-hoc networks support 16 channels)x3
All channel capacities are tripled (24 on normal cable, 92 on dense cable, ad-hoc networks support 24 channels)x4
All channel capacities are quadrupled (32 on normal cable, 128 on dense cable, ad-hoc networks support 32 channels)infinite
All channel restrictions are removed. Controllers still reduce the power consumption of grids significantly. Smart cables will only toggle between completely off (no channels carried) and completely on (1 or more channels carried).
This resurrects and improves upon the option that was available before 1.15 and introduces better options for players that just want a little more laid back gameplay but don't want the mechanic to be removed entirely.
Since this option is brand new, we'd appreciate intense testing of it. Please report and issues you might find on our GitHub / Discord.
Fixes
- [Forge] Fix recipe for copying silicon plates (#5796)
- Fix pattern provider not displaying where it is pointing if it is made directional with a wrench
- Fix disassembly of fluid cells returning an item instead of a fluid cell housing (#5808, thanks ramidzkh!)
- Fixes various ticking issues with AE2 machines, primarily machines waking up potentially preventing other machines from ticking for some time. (Use a debug card in your off-hand to see the ticking behavior of AE2 machines in WTHIT/Jade)
- Fix Import-/Export-Bus Redstone Pulse Behavior. Upon receiving a redstone pulse, the bus will now wake itself up and perform the operation on the next tick. It now correctly remembers that a pulse occured even if it doesn't get a chance to tick before the chunk/world is unloaded. Fixes that buses would mis-interpret a high redstone signal at world load as a pulse
- Fixes the charger always using its minimum tick rate and ignoring the maximum
- Fixes crafting simulation if multiple options to craft the same item exist
- Fixes the matter cannon crashing if it had no ammo when fired (#5806)
- Fixes the matter cannon crashing if fired from a dispenser (#5814)
- Fixes storage and conversion monitors not showing the stored amount and not abbreviating large amounts (#5819)
- Fixes interfaces not moving out items from their storage into the network while waiting for items to craft while using a crafting card upgrade, essentially preventing the crafted items from being inserted (#5803)
- Fixes tooltips saying "JEI" instead of "REI" on Fabric, and renamed "FE P2P Tunnel" to "Energy P2P Tunnel" (#5677)
- Fixes cables attempting to connect through cable anchors/parts to adjacent blocks if the cable anchor/part was placed before the cable (prevent needless network reboot) (#5820)
- Fixes AE2 blocks retaining their configuration when being broken/disassembled, making them unstackable. A memory card must be used instead to copy the config if needed (#5818)
- Fixes a rare problem where opening an AE2 screen would leave a zombie screen open if the block was already removed on the client before the screen actually got a chance to open. This fixes a crash when certain other mods were used (seamless_loading_screen). AE2 will now log a message sooner and close the screen server-side. (#5642)
Changes
- Introduced more information to WTHIT/Jade when looking at smart cables. For Ad-Hoc Networks, two error states will be shown (Too Many Channels, Nested P2P Tunnel) to explain why an Ad-Hoc network has gone offline. For networks with controllers, it now shows if there are two conflicting controllers on the grid.
- Minimum boot times of networks have been reduced from 20 to 5 ticks. The increase in boot time for additional nodes is still the same.
- During a network boot, 4 steps are now taken per tick instead of 1. This is configurable now in a new config option
pathfindingStepsPerTick
in case you experience severe server-side tick latency when networks reboot - "Partial Plan (Missing Ingredients)" is now shown instead of "Simulation" when auto-crafting cannot be started due to missing items
- Use correct tag for wrenches so wrenches from other mods should now be usable
- Remove spam about data fixers not being registered for AE2 entities (they still aren't, but no more log spam)
- Use the default locale to format storage amounts (mostly affects the decimal point)
API
- [Breaking, API]: Removed InteractionHand from
IPart#onPlacement
andIPartHost#addPart
- [API] TickingRequest now allows the initial tick rate to be specified separately (default is still (min+max)/2)
- [Breaking, API]: Removed the directionality of
IPartHost#hasRedstone
since it wasn't directional internally and just returns if the block the cable is in is receiving a redstone signal. - [Breaking, API]: Some changes to
IAEStackRenderHandler
,AEKeyType
(for custom addon storage types) related to formatting amounts. Formatting is now automatically provided based on the amount per unit (i.e. 1000 for Fluids) and the unit symbol (i.e. 'B' for fluids). - [Internal] Allow SlotSemantic to be used by addons that target AE2's internal classes
- [API] Add
#getMaxChannels
and#getUsedChannels
to IGridNode - [API] Add
#getChannelMode
toIPathingService
to retrieve the current channel mode used for a grid - [API]
PartHelper
now has agetPart
method to more easily get the part attached at a certain position in the world - [Breaking, API] Various changes around
IPart
now being based only around anIPartItem
instance, no longer aroundItemStack
WARNING
Items will not migrate over from 1.17 or before due to the mod-id changing to ae2 in this release, and fully unifying fluid/item machines.
More in-depth release notes will follow in a later release (probably in the beta).
Channel Modes
This alpha version introduces new options to change how AE2 channels behave in your world. There's a new configuration option in the general section (channels) which controls this option, and a new in-game comman for operators to change the mode and the config from inside the game. The command is /ae2 channelmode <mode>
to change it and /ae2 channelmode
to show the current mode. When the mode is changed in-game, all existing grids will reboot and use the new mode immediately.
Available modes:
default
The standard mode with the known channel capacities of cable and ad-hoc networksx2
All channel capacities are doubled (16 on normal cable, 64 on dense cable, ad-hoc networks support 16 channels)x3
All channel capacities are tripled (24 on normal cable, 92 on dense cable, ad-hoc networks support 24 channels)x4
All channel capacities are quadrupled (32 on normal cable, 128 on dense cable, ad-hoc networks support 32 channels)infinite
All channel restrictions are removed. Controllers still reduce the power consumption of grids significantly. Smart cables will only toggle between completely off (no channels carried) and completely on (1 or more channels carried).
This resurrects and improves upon the option that was available before 1.15 and introduces better options for players that just want a little more laid back gameplay but don't want the mechanic to be removed entirely.
Since this option is brand new, we'd appreciate intense testing of it. Please report and issues you might find on our GitHub / Discord.
Fixes
- [Fabric] Fix potential crashes when using crafting cards in export buses (#5798)
- [Fabric] Fix crash when inserting fluids into an ME chest using pipes (#5821)
- Fix pattern provider not displaying where it is pointing if it is made directional with a wrench
- Fix disassembly of fluid cells returning an item instead of a fluid cell housing (#5808, thanks ramidzkh!)
- Fixes various ticking issues with AE2 machines, primarily machines waking up potentially preventing other machines from ticking for some time. (Use a debug card in your off-hand to see the ticking behavior of AE2 machines in WTHIT/Jade)
- Fix Import-/Export-Bus Redstone Pulse Behavior. Upon receiving a redstone pulse, the bus will now wake itself up and perform the operation on the next tick. It now correctly remembers that a pulse occured even if it doesn't get a chance to tick before the chunk/world is unloaded. Fixes that buses would mis-interpret a high redstone signal at world load as a pulse
- Fixes the charger always using its minimum tick rate and ignoring the maximum
- Fixes crafting simulation if multiple options to craft the same item exist
- Fixes the matter cannon crashing if it had no ammo when fired (#5806)
- Fixes the matter cannon crashing if fired from a dispenser (#5814)
- Fixes storage and conversion monitors not showing the stored amount and not abbreviating large amounts (#5819)
- Fixes interfaces not moving out items from their storage into the network while waiting for items to craft while using a crafting card upgrade, essentially preventing the crafted items from being inserted (#5803)
- Fixes tooltips saying "JEI" instead of "REI" on Fabric, and renamed "FE P2P Tunnel" to "Energy P2P Tunnel" (#5677)
- Fixes cables attempting to connect through cable anchors/parts to adjacent blocks if the cable anchor/part was placed before the cable (prevent needless network reboot) (#5820)
- Fixes AE2 blocks retaining their configuration when being broken/disassembled, making them unstackable. A memory card must be used instead to copy the config if needed (#5818)
- Fixes a rare problem where opening an AE2 screen would leave a zombie screen open if the block was already removed on the client before the screen actually got a chance to open. This fixes a crash when certain other mods were used (seamless_loading_screen). AE2 will now log a message sooner and close the screen server-side. (#5642)
Changes
- Introduced more information to WTHIT/Jade when looking at smart cables. For Ad-Hoc Networks, two error states will be shown (Too Many Channels, Nested P2P Tunnel) to explain why an Ad-Hoc network has gone offline. For networks with controllers, it now shows if there are two conflicting controllers on the grid.
- Minimum boot times of networks have been reduced from 20 to 5 ticks. The increase in boot time for additional nodes is still the same.
- During a network boot, 4 steps are now taken per tick instead of 1. This is configurable now in a new config option
pathfindingStepsPerTick
in case you experience severe server-side tick latency when networks reboot - "Partial Plan (Missing Ingredients)" is now shown instead of "Simulation" when auto-crafting cannot be started due to missing items
- Use correct tag for wrenches so wrenches from other mods should now be usable
- Remove spam about data fixers not being registered for AE2 entities (they still aren't, but no more log spam)
- Use the default locale to format storage amounts (mostly affects the decimal point)
API
- [Breaking, API]: Removed InteractionHand from
IPart#onPlacement
andIPartHost#addPart
- [API] TickingRequest now allows the initial tick rate to be specified separately (default is still (min+max)/2)
- [Breaking, API]: Removed the directionality of
IPartHost#hasRedstone
since it wasn't directional internally and just returns if the block the cable is in is receiving a redstone signal. - [Breaking, API]: Some changes to
IAEStackRenderHandler
,AEKeyType
(for custom addon storage types) related to formatting amounts. Formatting is now automatically provided based on the amount per unit (i.e. 1000 for Fluids) and the unit symbol (i.e. 'B' for fluids). - [Internal] Allow SlotSemantic to be used by addons that target AE2's internal classes
- [API] Add
#getMaxChannels
and#getUsedChannels
to IGridNode - [API] Add
#getChannelMode
toIPathingService
to retrieve the current channel mode used for a grid - [API]
PartHelper
now has agetPart
method to more easily get the part attached at a certain position in the world - [Breaking, API] Various changes around
IPart
now being based only around anIPartItem
instance, no longer aroundItemStack
WARNING
Items will not migrate over from 1.17 or before due to the mod-id changing to ae2 in this release, and fully unifying fluid/item machines.
More in-depth release notes will follow in a later release (probably in the beta).
What's Changed
- Reworked how fluid amounts are being entered in various dialogs (crafting amount, stocking amount, level emitter). They now allow entering the fluid amount in buckets with support for decimals (i.e. 0.25 B). (#5712)
- Allow the mouse-wheel to be used to increment/decrement the amount in amount entry dialogs (level emitters, crafting amount, etc.)
- Fix level emitters with crafting card upgrades not correctly updating when crafting started/stopped
- Fix craftable patterns being added/removed not being reflected in ME terminals while they were open (#5779)
- Fix crash issues when storage was detached/attached from the network while items were being inserted or extracted from it (i.e. storage bus on drive or insertion on same tick as network reboot) (#5744)
- We now also publish on Modrinth in addition to CurseForge, Github and ModMaven (#5689)
- Crafting monitor can now correctly display fluids and their amount when a fluid recipe is being auto-crafted (#5792)
- Fixed WTHIT/Jade tooltip not correctly showing name of the displayed item or fluid when hovering over crafting and storage monitors (#5791)
- Fixed patterns not being correctly removed from being craftable when they were taken out of a pattern provider
- Fix network reboots not notifying nodes properly leading to delayed visual updates when a network reboot was triggered by placing or removing cables/parts
- API/Internal: Removed monitorable storage (IMEMonitor), network storage change detection is now done at most once per tick (#5789)
- Internal/Performance: Fix unnecessary network storage rebuilds occurring for drives when their storage cells didn't actually change
- Internal/Performance: Improve how network connections are made/split when nodes are added or destroyed (#5780)