- Made several adjustments and improvements to Bulk Compression:
- Now allows for compression/decompression recipes with amounts other than 4 and 9 (e.g. certain mods' "Tiny Coal/Charcoal")
- Added a new
compression_blacklist
tag with which to prevent certain items from ever appearing in a compression chain, override or not - Refined compression recipe logic in order to better catch other odd cases such as mods with atypical ingot/block recipes for their own metals (NOTE: Unification mods such as AlmostUnified are recommended for this to be most effective.)
- Added more detailed logging for compression including debug logs for every individually generated chain and override
- Added some more default overrides such as string, snow and honeycomb
- Added a bundled "Classic Cell Colours" resource pack
- Restores the original, pre-1.21 colour schemes and progression (red, yellow, green, blue, purple) for storage cell sides while retaining the overall appearance of storage cells as of the 1.21 AE2 retexture
- Applies to both AE2 and MEGA storage cells and crafting CPU blocks
- Includes add-on support for Applied Mekanistics and Ars Énergistique
- Added integration for Applied Flux Induction Card support to the MEGA Interface and Pattern Provider.
Fixed buggy crafting unit upgrade behaviour for co-processor blocks.
- Updated to AE2 19.0.24+ to use new disassembly/transform recipe system for cells and crafting units
- Fixed MEGA crafting units not rendering in-world properly when using mods such as Xaero's World Map.
- Updated textures for the Accumulation Press/Circuit/Processor, upgrade cards and storage components to match current base AE2 textures again
- Added the Portable Cell Workbench, an item version of AE2's own Cell Workbench block for partitioning cells
- Re-added the ME Cell Dock from MC1.20.1 versions used to mount a single storage cell in the space of a "flat" cable part
- Re-added the "limiter" (now "cutoff") mechanic for Bulk Compression from previous versions to cap reported amounts of a bulk resources to a smaller variant, which now works on a per-cell basis and can be configured via the Cell Workbench instead of using a hard-capped global config option.
Added extra safeguarding and logging for crafting recipes leading to duplicate (infinitely-looping) Bulk Compression variants.
- Re-added Ars Énergistique integration
- Added extra safeguarding and logging for crafting recipes leading to duplicate (infinitely-looping) Bulk Compression variants
- Fixed missing drive cell model for MEGA Radioactive Chemical Cell
- Fixed (possible) wonky checking/behaviour for lava transformation recipes
- Updated to MC 1.21.1
- Fixed AppMek/Mekanism integration
- Added reworked Simplified Chinese localisation
- Added missing general "storage block" and "ingot" tag entries for Sky Steel, Sky Bronze and Sky Osmium
- Updated AE2WTLib integration to support the new API
- Fixed missing LED colours for AppMek chemical cells
- Initial port to MC 1.21
- Overhauled textures to match new AE2 look (huge thanks to @Ridanisaurus)
- Added Sky Bronze alloy ingots and storage block to craft fluid cell housings with, made in the same way as Sky Steel but with copper in place of iron
- Re-added Applied Mekanistics integration
- Added Sky Osmium alloy ingots to craft chemical cell housings with, made the same as Sky Steel with osmium in place of iron
- Integration-specific items are no longer registered conditionally, instead being registered as dummy items/blocks if their respective add-on is not present/installed
Updated AppliedE integration to 0.7.0-beta to support the new Alchemical Mastery Card and breaking Transmutation Interface changes.
Fixed all blocks being unbreakable if AppliedE was not installed.
Updated AppliedE integration to remove the priority setting/widget from MEGA Transmutation Interfaces.
Added forgotten optional dependency on AppliedE.
Fixed incorrect stack size, charge rates and recipe IDs for chemical and source cells (Forge-only change).
Fixed incorrect stack size, charge rates and recipe IDs for chemical cells.
- Fixed blocks not dropping themselves when broken
- Fixed networked blocks not working within ME networks