Version 0.9: The Ore Processing Update
This is the first RC of the 0.9 update. Some things may be broken, but all content up to the beginning of HV has been playtested and verified.
This update focuses on refining gameplay, and introducing bulk ore processing systems across late LV/early MV.
Mod Changes
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BI is now built using Neoforge instead. This should have zero end user impact except for some bugfixes and a different loading screen.
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Headliner: Big Globe has been removed.
The branch BI was using (3.x) is no longer supported, and 4.x is not compatible with 3.x worlds. This means that updating would cause worlds to break anyway, and with 4.x introducing annoying changes to customising worldgen it was decided to migrate to a different worldgen mod.
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Headliner: Primary world generation is now provided by Ecospherical Expansion.
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GTCEu has been updated to 1.4. This has a handful of new recipe changes including a built-in iodine chain.
- The GTCEu Evaporation Tower is disabled in favour of our own Evaporation Pool. This is not going to change.
- Formaldehyde keeps our own recipes, rather than the GTCEu one.
- HCN keeps both recipes.
- CaOH keeps our own recipe.
- The new hazards feature is disabled entirely.
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Create: Cobblestone Generators has been added for (relatively) easy infinite cobblestone generation.
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Create: Diesel Engines has been added.
- The pumpjack now produces Heavy Oil instead of DE's Crude Oil.
- The primitive distillation tower now produces Light Fuel and Heavy Fuel from Heavy Oil.
- Light Fuel can be burnt inside the diesel engines. This makes pumpjacks nicely self-sufficient.
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Create: New Age has been slightly rebalanced; two max-size windmills will produce approximately one amp of MV power.
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A number of previously provided by default mods have been removed to slim down the pack footprint. The tweaker scripts for these mods will continue to exist and adding them to the pack continues to be officially supported.
These mods are Pretty Pipes, More Red, RFTools, Map Atlases, and Scannable.
Recipe Changes
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Headliner: Component recipes now give a higher output. This removes a significant amount of grind from the early game.
Specifically, they give twice their output from the crafting table, and four times their output from the assembler.
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Headliner: LV-EV circuit recipes now give double their output. This, likewise, removes a significant amount of grind from the early game.
Additionally, bolts in these recipes have been removed entirely. They added what was essentially pointless microcrafting due to nearly all of the bolts only being used in a single circuit recipe.
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Some LCR recipes have been downgraded to just the Chemical Reactor.
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Unified certain extraction mechanisms with a new Solvent Extraction Helper fluid.
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Some GregTech tools have been re-enabled.
- Mining hammers can now be made like the old hammers, for a working 3x3 mining tool.
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Super Chests now correctly use our new material tier system.
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Super Tanks now have a simplified recipe that uses Super Chests.
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Readded recipes for void covers. There's no real point crusading against this with how trivial it is to void things in an unperformant way (drill on tank/drop into lava).
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Ingot nuggets can now be made with a cutter.
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Recipes for plates have been removed from the forge hammers. These are always inefficient compared to the bending machine or the Create press, and so serve no purpose but to clog up the recipe viewer.
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Wires from Create: Crafts & Additions are now craftable in an assembler. These work as basic RF carriers e.g. from New Age turbines.
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Compressor recipes for nuggets -> ingots and ingots -> blocks are no longer punitively long.
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Reduction recipes using iron or aluminium can now use either ingots or dusts. Additionally, most of the blast furnace reduction recipes that produced dusts now produce ingots directly.
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A number of recipes now use ranged outputs, instead of chanced outputs. This makes them feel more fair with relation to larger stack sizes than the "all-or-nothing" approach of the previous system.
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Wastewater has been added as a byproduct of ore processing, which also works as a source for sulfur and fluorine.
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Red Alloy has been phased out from the upper tiers of circuit.
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Tier 0 (earlygame) changes:
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Added crushing wheel recipes for 1-to-1 ore processing.
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Changed the sequenced recipe for Magnetic Iron to use three loops of one deployer, rather than one loop of three deployers.
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Rubber is now more consistent; mixing raw rubber and sulfur together in a regular heated basin will get rubber pulp rather than liquid rubber, which can be rolled and pressed to get rubber sheets.
Liquid rubber can still be made via superheating from both raw rubber and regular rubber pulp.
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Some of the Create orestones now produce multiple crushed ores, allowing for easier ore automation throughout the early tiers.
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Tier 1 (LV) changes:
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Earlygame power comes from steam turbines, like in base GTCEu, rather than New Age turbines.
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Silicon wafers have been moved down from MV to LV. Consequently, diodes are now exclusively crafted with wafers. Additionally, silicone boules now require twice the amount of gallium arsenide.
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Firebricks must now be crafted in the EBF instead of being combined by hand and smelted.
This reflects their change in position within the game, from the primitive blast furnace to the Bessemer Converter.
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Hydrogen can now be made from a direct water gas shift recipe using refinery gas, without needing to distill it.
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Tier 2 (MV) changes:
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Vanadium and Magnesium can now be recovered from iron slag residue, created by blasting crushed iron ores.
This replaces the old ore slag system, which was half-baked and half-implemented anyway.
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Vanadium steel is now made from a mixture of iron, ferrochrome, and ferrovanadium.
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The distillation tower is now available in MV, rather than HV. This makes setting up oil outposts more feasible in the early game.
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The large steel boiler is now available in MV, rather than HV.
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Aluminium dust can be smelted directly to ingots, instead of requiring the EBF.
Originally, this was to gate MV and aluminium behind the EBF, but now firebricks and steel serves that purpose, so this adds no purpose.
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Bauxite processing now uses a 1:1 ratio of chemical reactor to autoclave recipe speeds, to make things work a bit nicer.
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Chromite processing now uses a 1:2 ratio of chromite:sodium dichromate blasting speed.
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Tier 3 (HV) changes:
- Ore drills have been removed. The ore sorter now sorts the orestones instead.
- Phosphorus-doped silicon now requires twice the amount of gallium arsenide (one dust instead of two small dusts).
- Removed combo sorting. This doesn't really work when you have quantum chests.
- Adjusted some of the ore sorter ores.
- HSLA steel now uses ferrovanadium instead of raw vanadium.
Machine Changes
- A Ion Exchanger multiblock has been added. This replaces certain chemical reactor/LCR organic chemistry recipes that were previously introduced in 0.8.
- A new Rock Synthesiser multiblock has been added to allow for passive generation of the early game orestones.
- A new Ball Bearing Grinding Mill has been added to replace the LV/MV macerator.
- A new Bulk Washing Channel has been added which can be used to do large amounts of ore washing.
- The Evaporation Pool is now 7x7 rather than 11. This also means you can fit a full FOUR in one chunk easily.
World Changes
- Worldgen is now provided by Ecospherical Expansion instead of Big
Globe.
- The vanilla worldgen engine is significantly slower; it's recommended you use a chunk pre-generator and generate a large area in advance.
- The Large Biomes preset is recommended to get a good world.
- Ore veins are now provided by GTCEu; they are now significantly
bigger and come with mixed ores rather than single ores.
- Goethitite, pyrite, cinnabar, hematite, apatite, tricalcium phosphate, pyrochlore, and various salts and lubricants are now available as ores in addition to all of the previous ores.
- Surface ore indicators have been disabled. Use the prospector.
- New ores have been added:
- Arsenopyrite is an ore of iron and arsenic. It can be found in copper and redstone veins.
- Fluid veins have been significantly buffed, having an average of 2.5x the amount of fluid per vein. They also have much higher depleted output than before, to incentivise creating place-and-forget outposts.
- New coal gas fluid veins have been added to the Nether. This provides an easily obtainable infinite amount of coal gas/coal tar now that the charcoal -> coal gas/coal tar recipes have been removed.
Misc Features
- Added a new "Super Quests" chapter for certain achievements.
- Light Fuel can now be burnt in liquid blaze burners.
- Straws can now be made in the GTCEu lathe from sticks or bamboo.
Miscellaneous Bugfixes
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Fixed usages of the old
#forge:sticks/wood
tag. -
Fixed broken rolling machine recipes being created for rods that don't have an ingot.
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The material tier system now uses GTCEu's built-in system for getting ItemStacks from materials.
This cuts out a significant amount of duplication, as well as making things more future-proof for modded materials.
Somehow the kubejs files were missing.
This is a provisional, inbetween release containing early 0.8 content previews.
- Removed GCyR and Mystical Agriculture, both in favour of Create: Ore Excavation.
- A "tips and tricks" quest chapter has been added.
- Early game gold has been replaced with Corinthian Gold, pending a proper gold processing chain.
- Endstone dust has been removed from dimensional shards.
- Molybdenum now has a full processing chain (it is unobtainable).
- Iron ores now have different byproducts.
(Thanks, VSC, for trolling me by undoing my removal commit).
Initial Modrinth release.