Create Frostworks (1.1.0) - Forge 1.20.1
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What's new
Create: Frostworks - Version 1.1.0 : Forge 1.20.1
[DevNote]
Hello everyone! Welcome to version 1.1.0 "The Big Thaw"! Liquid nitrogen becomes Frosium, a fluid of our own; the cold now changes what your machines give; and Frostworks finally talks to the mods around it: Greate, TerraFirmaCraft, TerraFirmaGreg, Tough As Nails and Cold Sweat.
📦 For modpack makers: this version is far more open than 1.0. Almost everything is now data you can change without a line of code: what each machine gives in the cold, which fluids cool a room and how much, the Distillation Tower's crafts, food preservation, tags, data map, and every setting in three config files. Everything is documented on GitHub: start with README-HELP-MAKERS.md, then the guides in docs/modpack/ (configuration, integrations, recipes, cold processing, cold fluids, food preservation), with complete examples.
[Additions]
🧊 Frosium:
- Liquid nitrogen is now Frosium, a fluid of our own. The old ids are kept as aliases: worlds, tanks, buckets and pack recipes from 1.0 still load and get Frosium.
⚙️ Cold Processing:
- The cold changes what machines give: in a closed cold room, by temperature steps, a recipe can give more, or something else. Create's Crushing Wheels, Millstone, and the Mixer and Press over a basin (fluids included).
- Chilled items: the Cryogenic Infuser can mark any item as chilled (a frost layer on the stack), and a cold processing recipe can ask for chilled items only.
- Chilled ores in steps: one more crushed ore 15 % of the time out of the cold, 25 % from −10 °C, 35 % from −20 °C, in closed rooms only.
- Lighter machines in the cold: in a closed cold room, machines take 10 % less stress from −10 °C and 20 % less from −20 °C (Frostworks' own machines keep theirs).
- Cold fluids as data: what a Cold Vent takes, how much it uses, how far it reaches and how cold it gets are now recipe files: any pack can add its own cold fluid.
🏷️ Cold Rooms:
- Name a room: right-click one of its Cold Walls with a renamed name tag.
- Dye the walls: right-click a Cold Wall with any dye, and the whole structure takes the colour in a wave.
- Display Link: aimed at a Cold Vent or a Cold Wall, it shows the room's status, temperature, max speed, active vents, capacity or name on signs, display boards and nixie tubes.
🌡️ Integrations (all optional):
- Greate: cold processing at Greate's machines (crushing wheels, millstone, press, saw, fans, basin), our stress scaled to Greate's tiers, a Shaft Passage for Greate's shafts, and every ore of the pack can be chilled.
- TerraFirmaGreg: the Cryogenic Infuser cryo-preserves the pack's food (×2.5 with cold gas, ×4 with Frosium), crafts are made with the pack's materials, and a closed cold room sets the player's body temperature in TFC Ambiental, like the pack's heat pump.
- TerraFirmaCraft: food preservation works with TFC alone too, and TFC's dried kelp makes Chilled Dried Kelp.
- Tough As Nails: a closed cold room is a colder place by its own rules (thermometer included).
- Cold Sweat: a closed cold room is a cold place by its own rules; the goggles show what Cold Sweat feels, in its units.
📖 Help:
- New JEI categories (and EMI): Cold Processing, Cold Fluids and Preserving.
- The Ponder scene on speed now also explains the lighter stress in the cold.
[Changes]
🏭 Machines & Balance:
- The Distillation Tower uses a round 3500 mB of cold gas for the 2000 mB of Frosium of one Packed Ice (was 3488).
- The server config is sorted into five clear groups (rooms, blocks, processing, integrations, debug), and a new common config handles what is read before a world loads.
- In TerraFirmaGreg, the speed bonus of cold rooms is off by default (the lighter stress stays); one setting turns it back on.
- Dried kelp is never cryo-preserved: the Infuser keeps it for Chilled Dried Kelp.
- Create Nuclear is no longer listed as an optional dependency; its nitrogen still cools the Cold Vents.
[Bug Fixes]
- Ponder: the belt passage now shows the right casing, and the passage text no longer hides the action.
⚠️ Breaking Changes & Requirements
- Server config: a config from 1.0.x is read as the defaults (new sections, four keys renamed for Frosium). Set your values again.
- Saved blocks: what the Cryogenic Infuser's second tank held in a 1.0 world is lost; everything else is kept.
- Network Protocol 4: the server and all connected clients must run version 1.1.0.
- License: Create: Frostworks is now All Rights Reserved. The source stays visible on GitHub for reading.
- Required Dependencies (Forge): Forge 47.2.0+, Create 6.0.4+ (below 6.1), Java 17.
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