crossroads-1.16.4-2.6.0.jar
Curse Maven Snippet
What's new
+Added Propelled Wingpack, an elytra with a booster built in
+Added the toolbelt, the technomancy armor pants. Dying while wearing the toolbelt will cause the player to respawn with their hotbar and offhand intact. Basically useless if keepInventory is enabled
+Added All-Terrain Boots, technomancy armor boots which provide a swimming speed boost, total immunity to fall damage, soul speed effect, and a frost walker effect while sneaking. Each effect is individiually configurable.
+Added Distributed Temporal Accelerator, a Temporal Accelerator that affects the entire chunk it is in at once, but only affects tile entities.+Added Endpoint Controller, which can be used to form a gateway multiblock that can only connect to one other gateway, but is much cheaper and much easier to use
+Added the Beam Cannon, a technomancy machine that fires a beam long distances in a direction controlled by two rotary inputs.
+Added a 'safe mode' config for temporal entropy, where machines that overfill with temporal entropy will not break or cause any damage, but will shut down until the entropy is handled.
+Prismarine crystals and shards can now be used as a beam source. Shards make expansion, crystals make fusion
+Added a UI for the beacon harness. There is no player input/interaction in the UI- it only displays information about the operation of the beacon harness.
+Added a config for the power output of the beacon harness
+Added a recipe to millstone clay into balls
+Whirligig now does damage as a melee weapon. It's like a worse iron axe
+Added config for potential-void damage to be absolute damage
+Added config for beacon harness to give an extra safety buffer when loading the chunk
+Added config for xp cost of upgrading technomancy armor in an anvil (including goggle lenses)
+Added a config for rift beams to spawn mob drops instead of mobs even when not in peaceful.
+Added molten copshowium recipe using lava. Same as distilled water recipe
+Added millstone recipes to grind (red) sandstone into (red) sand
+Added circuit support to measure fullness of the input to:
smelter, millstone, stamp mill, ind blast furnace, ore cleanser, firebox, icebox
+Added circuit support to measure stored beam power to quartz stabilizer
+Added circuit support to measure total FE in tesla coil bases
+Added circuit support for stored voltus in Voltus Generator
+Added circuit support for total stored reagent in reaction vessels
*Entropy Sinks now have a maximum amount of Temporal Entropy they can hold or destroy per cycle (256)
*Entropy nodes now create a small amount of temporal entropy (default 2, config setting) when transfering temporal entropy. Loops are inevitably destructive and long chains will have more entropy coming out than going in.
*Reworked a few existing circuit formulas to be more consistant. Atmospheric attenuator, tanks, storage vessels all measure total values instead of percentage-fullness.
*Modular goggles can now have netherite armor added to them
*Modular goggles can now be enchanted and are fireproof
*Goggle lenses quartz and void now use the tag for acceptable items in an anvil
*Fixed a crash with the Sequencer
*Refactored temporal entropy code, fixing many edge case bugs and fixing displayed values with an omnimeter being frequently wrong.
*Entropy links are now rendered black, and tesla coil links are purple-ish when holding a linking tool.
*Temporal entropy production is now listed in TEn/cycle instead of TEn/t.
*Tweaked the fuel-time of several items in the beam extractor to be divisible by 5
*Tweaked the line spacing in the beam extractor JEI integration
*JEI will now show reactions where the reagent is a catalyst under uses
*Fixed incorrect particle placement for glassware
*Fixed iceboxes raising their temperatures to -20C when running if below that
*Fixed incorrect cullfacing on reagent filters, reagent pumps
*Fixed incorrect break particles for the heated tube
*Fixed snow biome terraforming making snow layers instead of snow blocks
*Added prismarine to the alchemy_rock tag
*Fixed Crossroads blocks which directly accept circuit input not detecting when the circuit source was broken.
*Fixed beam siphons and splitters not always changing visual state correctly when circuit input changed.
*Fixed beam siphons, splitters, and redirectors not always rotating with a wrench correctly
*Fixed the reagent filter culling the top and bottom model faces
*Cavorite blocks are now 4 cavorite instead of 9
*Increased ruby ore spawnrate by a factor of 5
*Fixed temperature regulators not updating when wrenched properly
*Fixed gear rotation looking 'choppy' when the master axis has existed for a long time
*Clarified some documentation
*Made gateways cheaper
*Fixed the cooling coil model being the wrong way around
*Gateways now have a consistant 3 second teleport cooldown for all entities and players
*Added config options to limit gateways
*Made the ability to forget paths using sigils off in the config by default
*Rotary has been re-worked code-wise. The mechanics are unchanged- this is a technical change only, with some performance improvements (API change).
*Master axis now reports total energy change and energy consumed by power loss last tick when using an omnimeter/goggles on it.
*Buffed the lodestone turbine (increased power from 5J/t to 15J/t)
*The power production of the hamster wheel is now a separate config from the lodestone turbine
*Gear speed is now reported in RPM in addition to rad/s. Absolutely nothing will ever use RPM for mechanics (everything is still rad/s based)- it is provided solely for interest and to provide a more familiar/intuitive set of units.
*Dynamo now has a limit on how fast it converts rotary power to FE- capped at 20*(gear speed) J/t, instead of consuming energy as fast as possible.
*Fixed Crossroads metal/gem blocks not being usable for beacon bases
*Fixed log spamming when joining a crashed server
*Halved the number of markDirty and addHeat calls in heat cables, significantly reducing overhead. (Optimization)
*Fixed a crash with reagent filters
*Optimized mechanisms to reduce CPU usage when updating energy values (Optimization)
*Made a few more blocks use the blockstate cache instead of fetching from world (Optimization).
It is suggested to enable 'entropy safe mode' in the config if updating with existing large Technomancy setups. Mechanics have changed that could cause them to break (in a 'not working way', not a glitchy way) when updating.
Requires Essentials 2.10.0 or newer
This mod has no additional files

