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GregTech Classic

A rewrite of GT1 for IC2 Classic

File Details

GTClassic-1.0.3.jar

  • B
  • Sep 19, 2019
  • 642.25 KB
  • 313
  • 1.12.2

File Name

GTClassic-1.0.3.jar

Supported Versions

  • 1.12.2

- Changed recipes to use oredict for machine casings for any other mods that wanna use them
- Fixed bug where other dims would have safe spawn zones.
- Added compat for Twilight Forest's, GTC and IC2C ores now generate in hollow hills if ore is enabled (code subject to change).
- Note Twilight Forest compat requires the newest version (3.9.984) as well as updated forge (14.23.5.2813).
- Added more byproducts from clay to please my cruel and evil alpha testers : )
- Added compat for Comp500's "Demagnetize" mod with the electromagnet.
- Added the chance for molten metals to spawn in the nether, iron, silver, gold, electrum, uranium, and platinum.
- Added rare chance for desert/hot biomes to spawn small amounts of liquid mercury.
- Added very large and rare methane clathrates under cold/snowy biomes.
- Added small and infrequent methane pockets in plains/forest biomes.
- Added small and infrequent neon/argon pockets in magical biomes.
- Added Helium, Helium3, and Deuterium trapped gas pockets in the End
- Added, zombies who spawn underground have a chance to spawn carrying a pickaxe.
- Fixed Baubles items deciding to register whenever they felt like it.
- Added Neon, and Argon, and centrifuge air separating. Cram it Bear im not adding a whole machine/multi for this, it has no use.
- Changed Methane and Hydrogen gas blocks now explode if near a fire source, or player walks into them holding a torch.
- Removed Iridium Ore in The End but....
- Added Platinum Ore, spawn in small and sparatic amounts in jungle biomes, gives iridium in small amounts when processed.
- Added in world blocks for gases and fluids, fluids are fluids, gases float up and disperse. WIP
- Fixed ocean sand not replacing in some chunks near biome borders.