farmerfranks_robotics-26.3-0.24.0-beta.jar
Curse Maven Snippet
What's new
FarmerFrank's Robotics 0.24.0-beta
New
- New robot: ArcBot. It hunts the hostile mobs in its area from up to 10 blocks away, also flying ones up to 10 blocks above the area: it stops, charges up and shoots a crackling arc of electricity that jumps on to two more mobs close by. Made for what the Killerbot cannot reach: spiders on walls, blazes, ghasts, phantoms, and creepers that never get close. 300 FE per arc. Every arc counts, also when several ArcBots hit the same mob at once, so more ArcBots kill faster. It does not burn, starts no fires, and never hits animals, villagers or players. The Combat Upgrade makes its arcs reach 14 blocks and hit harder. It holds a lightning rod in each hand, with an arc crackling between them while it charges, and its arcs are drawn as real, glowing bolts of lightning that fork and flicker. The ArcBot Neural Chip is made with a lightning rod.
- Killerbot and ArcBot kills count as a player's. Mobs drop everything, also what only a player's kill gives, such as a blaze's rods, and their experience.
- Pick mobs from a list in a Filter. Click Mobs… at the top of a filter's screen and pick up to 16 mobs: a tab for hostile mobs (for a Killerbot or ArcBot) and one for animals (for a Breeder or Butcher), with a search box and a picture of each. No spawn eggs needed, so filtering mobs now works in survival. Mobs from other mods are in the list too. Spawn eggs already in filters still count.
- Mobs the robots leave alone, for modpacks: the entity type tags
farmerfranks_robotics:ignored_mobs(the Killerbot and ArcBot leave them alone; the Wither and the Ender Dragon to start with) andfarmerfranks_robotics:ignored_animals(the Breeder and Butcher leave them alone). - Change a robot's chests in the Robot Panel, without setting it up again. Click × next to a chest to take it off the list, or + Add by "Fetches from" or "Delivers to", then right-click the chest or machine in the world (a battery for a Power Porter, a tank for a Fluid Porter). The panel opens again with it on the list. The last one in a list cannot be taken off, since the robot needs at least one.
- Hunt bosses when you ask for it. The Wither and the Ender Dragon are in the filter's mob list, marked as bosses. Pick one in a Whitelist Filter and a Killerbot or ArcBot goes after it. Or tick Also bosses in a Blacklist Filter's mob list: the robot hunts everything but what the blacklist lists, bosses too. Without a filter, robots still leave bosses alone.
Changed
- Clearer that robots work with more than chests. The Robot Linker, the Robot Panel and the manual now say "chest or machine" where any block that holds items works, and the Linker's tooltip says so: barrels, furnaces and machines from other mods too, and the side you click counts. Messages like "Pickup chest selected" are now just "Pickup selected".
- The Robot Workshop warns about a filter that does nothing. A filter left in a robot after its chip was changed to a Power Porter now gets a red frame and a "no effect" tooltip, the same as an upgrade that does not help the robot's job.
- The Robot Panel shows the mobs a robot's filter has picked.
- Right-clicking a robot, and the Inspector, now remind you that Ctrl + right-click opens the Robot Panel.
- Building a robot costs more energy: 12 000 FE instead of 4 000, a little over one coal, and putting a module in or taking one out 4 000 FE instead of 2 000. It still takes 10 and 5 seconds. Before, a new robot came out with more energy in its battery (10 000 FE) than it cost to build. Both numbers can be changed in the config (
workshop_robot_energyandworkshop_module_energy). The Workshop now holds 20 000 FE.
Fixed
- Stray buttons in the Robot Panel. For the first second after it opened, a second "Change" and "Done" button could show up out at the left edge of the screen.
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