envirotech_legacy-forge-1.16.5-2.1.1.0.jar
Curse Maven Snippet
What's new
Requires ValkyrieLib 3.1.1.x: update ValkyrieLib along with it, and Environmental Lunar Tech to 2.1.1.0 if you use it.
Nano Bot Beacons are rebalanced. Each modifier costs what its effect is worth, a repeat of one costs more each time, and most have a limit: modifiers past it do nothing and cost nothing, so a beacon built on 2.1.0.2 may give less than it did. A config from 2.1.0.2 keeps every cost at 64 FE/t. To use the new ones, set the _energy_cost values in config/envirotech_legacy/multiblocks/nanobot_beacon/nanobot_beacon.json and config/envirotech_legacy/multiblocks/components/modifiers/modifiers.json to the costs below, or delete those two files, which resets their other settings too. The limits are added to your config by themselves.
New
- Nine Nano Bot Beacon modifiers, for every tier of Personal and Ranged beacons:
- Slow Falling, Dolphin's Grace and Conduit Power.
- Repair mends what you wear and hold: 30 durability a level every 30 seconds. Items a mod makes unrepairable are left alone.
- Cleansing clears the harmful effects milk would. Neutral ones, such as Bad Omen, stay.
- Step Assist lets you walk up full blocks.
- Phantom Ward keeps phantoms away, as if you'd just slept.
- Reach gives a block more reach a level.
- Knockback Resistance gives 25% a level.
- Holding Shift on a modifier lists what it does in each machine, such as Void Miner Cycle Time: -30%, Beacon Effect: Speed +1 and Beacon Energy: +64 FE/t.
- Controller screens show the machine's energy as a bar, with stored and capacity on hover, and what it's doing, kept up to date while open:
- Solar arrays: FE/T, their peak, their cells and their efficiency.
- Void miners: FE/T, progress, the most items a cycle can give, the lens boost, and a warning when they can't see the void.
- Lightning rods: the chance of a strike, and the least and most energy a strike gives.
- Nano Bot Beacons: FE/T, how many modifiers are over their limit, and the owner, or the range and the players in it.
- The guide's beacon pages show every modifier.
Changes
- A beacon modifier's first level costs 16 to 2,048 FE/t, by what it gives, and each extra one of the same modifier costs 1.5 times the last (
level_energy_cost_multiplier). Different modifiers don't raise each other's costs.- 16 FE/t: Glowing.
- 32 FE/t: Jump Boost.
- 64 FE/t: Speed, Haste, Luck, Slow Falling, Water Breathing, Night Vision, Dolphin's Grace, Step Assist and Phantom Ward.
- 128 FE/t: Strength, Health Boost, Absorption, Flight Speed, Fire Resistance, Conduit Power, Reach and Knockback Resistance.
- 256 FE/t: Repair, Saturation, Cleansing and Invisibility.
- 512 FE/t: Regeneration. 1,024 FE/t: Resistance. 2,048 FE/t: Creative Flight.
- How many of a modifier count on one beacon (
<name>_beacon_limit):- Resistance, Regeneration, Speed, Haste and Jump Boost: the beacon's tier.
- Flight Speed, Absorption and Knockback Resistance: the tier, up to 4.
- Repair, Luck and Reach: the tier, up to 3.
- Strength and Health Boost: no limit, where the tier was. Two beacons still don't add up, as the strongest counts.
- The rest: 1.
- A beacon needs a tick's energy in its buffer to run. A Personal beacon's buffer grows with its tier, from 1M to 6M FE, as a Ranged one's does.
- The Absorption Modifier has a texture of its own, and Regeneration's is touched up.
- A controller's screen lists the blocks its structure needs until it forms, then the machine's details.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

