File Details
Fureniku's Roads 1.1.0
- R
- Mar 14, 2020
- 3.12 MB
- 304
- 1.12.2
File Name
Fureniku's Roads-1.1.0-RC-1.jar
Supported Versions
- 1.12.2
Release Candidate for Fureniku's Roads 1.1
Highlights
1.1 sees a lot of new decorative blocks such as fences, bollards and lights as promised. It also includes three (and a half) new machines, and electric (RF/FE) powered versions of all machines! There's a bunch of bug fixes, and automation & JEI support on machines. This should be a really good update for Survival players, while still having a lot for people building in Creative. Make sure to read the Caveats for important notes!!
Full Changelog
Bug fixes:
- Fixed cats eyes/reflectors rendering without colour in inventory
- Fixed a rare crash when holding item versions of certain paints caused by another mod
- Fixed a bug where you couldn't craft thicker cutting blades
- Fixed paint filler consuming dyes when it was full
- Fixed crash when breaking a block with fluid in if you have CodeChickenLib installed
- Fixed a few missing recipes from 1.0
- Fixed a crash if you broke a block with fluid in.
- Paint fluids & Tar now render in their buckets, tanks etc and can be placed in the world.
- Blocks will now drop their inventories when broken. Fluids and power are lost.
- Fixed console spam when looking at machines with fluid in with HWYLA installed
Additions:
- Added new machines!
- Paint Hopper: This attaches to the top of your Paint Filler, and lets you automate items and fluids in and out. Each side can accept one type of paint, or items. Change the type of accepted thing using a Wrench in mode 1. Switch the Wrench to mode 2 to toggle between filling the Paint Filler (blue) or emptying it (Orange). The hopper itself can always both input and output and is unaffected by the toggle. This doesn't consume power, and has no GUI.
- Paint Oven: This produces paint in its own machine. The new recipe is 1000mB water + 1 dye = 1000mB paint. The Paint Filler can still produce paint from just dye, but now only produces 250mB.
- Compactor: Converts road fragments into road blocks. One fragment is equal to one level of height, and you can set the desired level.
- Fabricator: This machine makes most of your decorative blocks!
- Added Electric versions of each machine (using FE which should be compatible with most energy mods. Tested with and styled/balanced around CoFH/RF)
- Automation! Machines will now accept automation for inputs and outputs. This adopts a sensible approach and won't extract recipe items for example. Fluids will only interact on the side of the block where the tank is. I recommend using a piping mod of your choice to get the most out of this. I will not be adding any pipes or similar!
- JEI is now supported on the crafting machines, meaning you can see recipes easier than ever before!
- Added a Blue cats eye variant as per requests (Blue paints will not be coming any time soon, sorry)
- Added 39 new types of barriers & walls
- Added 34 new types of bollards
- Added some new lights, and a new type of pole with a direct diagonal connection
- Added speed bumps and wheel stops (those little concrete things in some American car parks)
- Added double-sided cats eyes (different colours on each side)
- Added two new drains (modelled by Laura from my Discord, thanks Laura!)
- A new config option allows you to define other fluids to work as tar in the Road Factory. Now you can finally make roads out of blood, just like you've always wanted!
- More ways to make tar! Coal Blocks (9000 tar) and charcoal (750 tar) will still produce Dried Coal. Logs (100 tar) and planks (15 tar) consume water as an input, and only give tar. On top of that, if you have Thermal Foundation, 2000 water + 1 Tar = 2000mb Tar, 3000mb water + 1 Bitumen = 3000mb tar, and 250mb crude oil or biocrude -> 250mb tar.
- On the subject of Thermal Foundation... the Thermal Expansion Pulveriser and (TE) Compactor can process all recipes for the Crusher and (FR) Compactor respectively! Less machine for your base!
Changes:
- Coal Coke renamed to Dried Coal (Coal Coke is significantly harder to get in other mods, this should just be a fuel nothing more.)
- The base plate on a machine can now be toggled with a Wrench in mode 2. The machine can also be rotated by the wrench in mode 1.
- Machines render a fluid tap when a pipe is attached (this is also used for the distiller -> road factory connection now, which is much bigger and more obvious)
- The wrench is now a normal right click, not a sneak-right click to change things
- Pneumatic Drill durability buffed (250 -> 4096)
- Road Block hardness halved (2.0f -> 1.0f)
- A lot of rebalances and changes. You will need to manually update your config if you had changes already, previous changes will NOT port. This is intentional.
- Updated GUIs to make them prettier and/or clearer
- Update machine processing logic to make it less bad (You probably won't notice any difference unless for some reason you're using a LOT of machines)
- Update paint filler/paint gun to actually hold fluids
- Better rendering of fluids in blocks/GUIs
- Machine hitboxes have been updated
- Fluids have animated textures. Like water, but painty.
- Raw paint items are now hidden in JEI. They are still available in the creative tab for you crazy people that prefer those over using the paint gun.
- You can now right-click the Tar Distiller and Road Factory with relevant buckets to move fluids in/out instantly. The slots still exist for hopper automation.
Caveats:
- Fluids currently inside machines may be lost with this update!! If you're reading this after losing your fluids, I guess that's a good reminder to always back up your worlds.
- There are a few incompatibilities with Optifine. The mods will both run together, but you will encounter visual bugs with models, no emissive textures, and misaligned hitboxes. This can't/won't be fixed.
- There's a bug with HWYLA that causes the paint gun to automatically "pick" the last paint you looked at with it equipped, while simultaneously showing the wrong tooltip at the top of the screen. I'm working on fixing this but didn't want it to hold back the update, as this bug was in 1.0 anyway.
- A change to the Road Factory means it may not work correctly until you break and replace it. A GUI tooltip will remind you of this in-game.
- Old config files might be confusing to read. I recommend deleting the config and letting the mod re-generate a new one to remove unused values.

