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Mechanical Mastery Reborn Core

Mechanical Mastery Reborn companion mod
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Mechanical Mastery Reborn Core 0.2.0

File namemechanicalmasteryreborn-0.2.0.jar
Uploader
kc00lkc00l
Uploaded
Nov 6, 2026
Downloads
86
Size
662.7 KB
Mod Loaders
NeoForge
File ID
9469842
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:mechanical-mastery-reborn-core-1786543:9469842"

Learn more about Curse Maven

What's new

  • The mod is now named Mechanical Mastery Reborn Core, as on CurseForge; its mod id, mechanicalmasteryreborn, is unchanged, so worlds and configs carry over (#275).
  • C.O.D., the lab and the four Ports wear art of their own, from Malcolm Riley's unused-textures, in place of vanilla's (#301). C.O.D. is a grey terminal whose screen glows green while it runs and goes black once it is shut down, with vanilla's cod engraved on its lid, lit green once its team is awake and dark while dormant or shut down (the block state awake); the lab is obsidian under a workbench's grid (the Hermetic Lab is unchanged); each Port is a steel plate showing a dim gem of its essence's colour while closed, the whole gem while open, and the gem in a silver frame once won, in the essence item's colours: Galvanic cyan, Warding steel grey, Vital green and Aureate gold.
  • The lab gives an emergency sapling: a member of its team who right-clicks it holding dirt, and carries no sapling, swaps one dirt for an oak sapling, so a team whose leaves dropped none, and that has no Shop yet, can always grow a tree again. The team then waits a Minecraft day for another (lab.sapling_cooldown, 24000 ticks), and the action bar says why the lab gives none (#302).
  • A reset of the protection challenge sends a new Assault from its first wave, as though the challenge had just begun, once the old one is removed and its refund handed over; before, the team played on with no gate, no Rift Shards and no way to win (#294).
  • Jade on a stopped generator says the team bears the energy handicap, in place of saying it plays the energy challenge, which was wrong under the Hermetic Lab's energy spell (#294).
  • For operators, /cod challenge reset resets the challenge the island's team plays, as reaching Inflation's cap would, the team told the same, so a reset can be seen without waiting for Inflation (#294).
  • A stop of the money challenge, by the lab's vote or an operator's /cod challenge end, takes the reborn_money Permit from the team's Account, closing the chain's Offers as a stop locks any other chain again, and starting the challenge anew gives it back; a win or a reset keeps it. A Permit the team bought is its to keep, so the pack's ore-block, Transmuted Essence sale and Aureate Offers now hang on reborn_money itself, and the Ore Buy, Essence Sell and Aureate Buy Permits are gone from the Shop, as is the Oil Buy Permit: crude oil is open from the start, since every team's plastic needs it. A new Account of the team is given the Permit again only while its money chain is unlocked (ADRs 0007, 0013, #296).
  • /mmr mixes, for operators, says whether the pack's mixes are closed, every item of them recycling only into what some mix holds, or names each item that recycles outside them and what into (#292).
  • Looking up an item in EMI finds every page of each mix too long for one that holds it, not only the page it is on, so the pages can be turned through (#292).
  • With GuideME, its key (G by default), pressed while looking at the lab, C.O.D. or a Port, which no player ever holds as an item, opens its page of the manual: the lab's, the Hermetic Lab's once it has awakened, or C.O.D.'s. In an inventory the key still opens an item's page from its tooltip, as GuideME does.
  • The Hermetic Lab, the second way to make Quintessence, with no Voidworks (ADR 0014, #263). Once a team starts its last stand its lab awakens as the Hermetic Lab: it stands changed (the block state hermetic=true, crying obsidian under a respawn anchor's top), Jade names it the Hermetic Lab, and a click opens its own menu, titled Hermetic Lab, in place of the lab's, with a row for the team's refund. The lab gains a block entity, which a lab placed before gets on its first click. The Hermetic Lab takes Nullessence, and nothing else, by hand or any automation, and gives Quintessence, now in the Works tab, to automation or its menu's slot. Its menu takes on a handicap for a spell that can't be ended early (hermetic_lab.spell_length, 6000 ticks), harder than its challenge from the start; spells overlap, and one can be taken again once it ends. Each feeds a supply line with what it takes, as it takes it: energy stops the team's generators for anything but the Hermetic Lab, which takes their output (hermetic_lab.energy.demand 256 FE/t, within hermetic_lab.energy.reach 8 chunks), and no FE moves between blocks on the island, so banked FE is cut, unlike the energy challenge; life is the hungriest Diet (hermetic_lab.life.hunger_rate 3), and a member gives a heart at the menu, two health, into Essentia Vitae (hermetic_lab.life.per_heart 100 mB, hermetic_lab.life.rune_bonus 0.1 a Rune of Self Sacrifice within 2 blocks, the line taking hermetic_lab.life.demand 10 mB a second), and no fluid is piped in; protection sends an Assault opening at wave 26 (hermetic_lab.protection.wave), whose mobs drop the new Null Shard, mechanicalmasteryreborn:null_shard, in place of Rift Shards, stamped with the spell it fell in, and the Hermetic Lab takes only the running spell's (hermetic_lab.protection.demand 6 a minute), counting for nothing while the Assault waits for someone home; money sets the Balance aside until the spell ends, sales pay a quarter (hermetic_lab.money.sale_share), the Shop's prices, by hand or by a Buyer, rise by half (hermetic_lab.money.price_rise), and the Hermetic Lab drains hermetic_lab.money.demand 50 cents a second from what is earned. With 1, 2, 3 or 4 lines fed a Quintessence takes 2400, 1200, 600 or 300 ticks (hermetic_lab.lines_<n>.ticks) and 256, 128, 96 or 48 Nullessence (hermetic_lab.lines_<n>.nullessence), so only all four beat the 64 one cancels; a Quintessence pays for each part of its making at the cost of the lines fed then. Winning the pack ends every spell at once. A manual page explains it. The Null Shard's tooltip says what it is for, and a light sweeps across Quintessence and Nullessence every few seconds.
  • Quintessence's Voidworks way (#262). The Quartessence, mechanicalmasteryreborn:quartessence, a new essence in the Works tab before Quintessence, which is now there too, is what the pack's Assembler makes from one of each Transmuted Essence, and a Voidworks Mutation Chamber climbs into Quintessence by the pack's steep Rung. Until the team whose island it stands on has started its last stand, a Chamber holding Quartessence waits and spends nothing, and EMI marks both the recipe and the Chamber's step, which the stage file last_stand.json and the Rung name, with the chains' warning sign, its tooltip saying the last stand unlocks it. A Void Crucible never takes a Quartessence, and EMI shows it no such step. Voidworks' machines and every other Family are never locked. The mod's network version moves to 4.
  • Quintessence's Voidworks way (#262). The Quartessence, mechanicalmasteryreborn:quartessence, a new essence in the Works tab before Quintessence, which is now there too, is what the pack's Assembler makes from one of each Transmuted Essence, and a Voidworks Mutation Chamber climbs into Quintessence by the pack's steep Rung. Until the team whose island it stands on has started its last stand, a Chamber holding Quartessence waits and spends nothing, and EMI marks both the recipe and the Chamber's step, which the stage file last_stand.json and the Rung name, with the chains' warning sign, its tooltip saying the last stand unlocks it, as Jade on the waiting Chamber says. A Void Crucible never takes a Quartessence, and EMI shows it no such step. Voidworks' machines and every other Family are never locked. The mod's network version moves to 4.
  • A challenge's start and C.O.D.'s last stand's start sound vanilla's raid horn to the team's players online, in place of the challenge fanfare, which a win keeps (#272).
  • The Warding and Vital Ports beside C.O.D. now wear their essence's colour: Warding light grey (light grey concrete while played, light grey glazed terracotta once won), Vital lime (lime concrete, then lime glazed terracotta), in place of cyan and red (#270).
  • For operators, /cod challenge win <handicap> wins that challenge for the team whose island they stand on, as its Port's last essence would, or, not played, notes it started and won with none of a start's effects (no Assault, no money set aside, no Diet), blocking C.O.D.'s tier and unlocking its chain, so four reach the last chapter and the last stand quickly. It refuses a challenge won already and any while another is played (#268).
  • The lab has no refund row, line, Open button or space, while nothing of the team's refund waits; the row shows once something does and goes once it is emptied, while the lab is open too (#269).
  • The lab has no stop row, lines, button or space, until a stop is offered, once the challenge played has reset; the row goes once the challenge ends, while the lab is open too. The rows below move up and the lab is a row shorter for each row it doesn't show (#271).
  • C.O.D.'s last stand, the pack's ending (ADR 0014, #261). Once a team has won all four challenges, a last-stand row appears on the lab, which has none before, and starts it, and gives the team's players the Chapters stage mechanicalmasteryreborn:last_stand, which Quintessence's chain will be locked behind. From then on C.O.D. makes Nullessence, mechanicalmasteryreborn:nullessence, a new essence in the Works tab after the Aureate Essence, which decomposes into every item of the tiers' mixes. Each Nullessence C.O.D. makes, kept, voided or decomposed, takes one from the team's Lead, which never falls below minus the margin. Quintessence put into C.O.D., by hand or from a hopper or pipe on any side, raises the Lead by a fixed amount each; nothing else moves it. C.O.D. starts at its floor and follows the team's Quintessence pace, a lag behind, up to its ceiling, back to its floor once the team stalls. When the Lead reaches the margin, C.O.D. shuts down for good, stands dark, makes and takes nothing more, and the team has won the pack, told with a title. The last stand has no handicap, can't be reset, stopped or lost. The team's boss bar shows its Lead and C.O.D.'s rate, as Jade on C.O.D. and /cod status do. The server config's last_stand.margin (1024), last_stand.quintessence_cancels (64), last_stand.floor (16 a minute), last_stand.ceiling (64 a minute) and last_stand.lag (2400 ticks) are first guesses. For operators, /cod last_stand start starts the last stand of the island stood on, and /cod last_stand lead <lead> sets its Lead. An awake C.O.D. no longer pushes what it makes into a hopper that faces into it.
  • EMI marks the last chapter's recipes, the ones the pack's Chapters stage file last_chapter.json names, such as the End Portal Frame's, with the chains' warning sign until the player's team has won all four challenges; its tooltip says so. The mod's network version moves to 3 (ADR 0012, #265).
  • What an Assault's mobs break on a team's island is refunded at the lab when the Assault ends, by a win, a reset or a stop (ADR 0015, #259). An Assault creeper's blast drops nothing there: each block it takes is held as a silk-touch pickaxe would mine it, with what spills from it and what pops off with it, and the item frames, paintings and armour stands it knocks down are held with what they hold. The team's own blasts, a home gate's, natural mobs' and other islands' blocks are left to the game, as is sand or gravel that falls. The Assault's endermen no longer pick up blocks and its blazes' fireballs no longer set them alight. The team is told in chat what waits when the Assault ends, and a member logging in is told while any of it is left. The lab gains a refund row that opens the refund a page at a time: a member takes a stack by a click or a shift-click, or everything that fits with Take all; others can only look. A refund waits across restarts with no cap and no expiry, and a later Assault's adds to it.
  • A portal the game makes in mid-air, where it finds no ground near where a player comes out, as over the Nether's lava sea or the Overworld's void, stands on an obsidian floor reaching two blocks past its frame on every side, so a player arriving has room to step out and build from; vanilla's ledge is one block wide. The floor takes only air, so it never covers what is already there (#264).
  • A team can stop the challenge it plays at the lab, once its attempt has reset at least once, to take on another (ADR 0013, #254). Below the handicaps the lab shows a stop row: any member asks for the stop or takes the ask back, and the row names who online has asked and who is left. The stop is made the moment every member online has asked; a member's ask is dropped when they log out, a member who logs in counts from then on, and a reset or a win clears every ask. Each ask and take-back is told in chat to the team, and the stop with a title. A stop ends the challenge as /cod challenge end did, and also locks its chain again: its Chapters stage is taken from the team's players, online now or when they next log in, its machines stop working and EMI marks its recipes again, until the team starts it anew. Chains already unlocked by other challenges stay unlocked, and every challenge not won, the stopped one too, can start at once. /cod challenge end is now an operator's stop, with no vote and no reset needed, so it locks the chain again too. Stopping money costs only the attempt: the team keeps the reborn_money Permit (taken back by a stop since #296).
  • Obsidian Flakes, mechanicalmasteryreborn:obsidian_flakes, which the pack has a Harvester take off obsidian with magma slurry for the protection challenge's Chain, in the Works tab after the Ward Tallow bucket, drawn as vanilla flint under an obsidian tint (#258). The Charged Rift now recycles into flakes, shards and tar (#252).
  • Ward Tallow, mechanicalmasteryreborn:ward_tallow, a fluid with a liquid block and a bucket that an Assembler's drain and fill slots take, and the Charged Rift, mechanicalmasteryreborn:charged_rift, the protection challenge's Chain's steps between the Assault's drops and the Warding Essence (#252). Both are in the Works tab after the Rift Shard, with stand-in art. The Charged Rift recycles from the recipe the pack writes for it; Ward Tallow is in no mix.
  • A Nether portal forms only on the island of a team that has won all four challenges, however its frame is lit, and never off a team's island in the Overworld; in the Nether a frame always forms, so the way home is there. Players near a refused frame are told why. Only the forming is locked: anyone may go through a portal that formed. A team's fourth win gives its players the Chapters stage mechanicalmasteryreborn:last_chapter, as a player who logs in or joins its island later is given it, which the End Portal Frame's recipe will be locked behind (ADR 0012, #250).
  • Jade shows on Theurgy's apparatus as on any other block, a locked one's "Unlocked by the Energy challenge" line included, since the pack turns off Theurgy's in-world HUD, which covered the challenges' boss bars. The mod no longer adds its line to Theurgy's HUD, nor hides Jade on Theurgy's blocks (#255).
  • Jade shows a Theurgy apparatus's processing as a bar with its percent while it works, as Theurgy's in-world HUD did (#255).
  • The Electric Defence has art of its own and no longer looks like a Recycler part: orange-tinted steel sides and a battery's top, from Malcolm Riley's unused-textures, with a few sparks crackling over its top, redrawn every few ticks, from the core its shots now start at (#256).
  • A challenge's chain locks its processing, never its machines' crafting (ADR 0007, #246). Each chain's machines are now the item tag mechanicalmasteryreborn:chain_machines/<handicap>, filled by the pack, and no longer what the recipes in its Chapters stage file make, which are now only the chain's own recipes, such as its essence's. The pack's energy tag holds Theurgy's nine processing machines, its life tag the Ara Vitae and Hellfire Forge. A launch logs how many machines each chain's tag holds.
  • EMI marks every recipe a locked chain keeps from running with a warning sign in its corner, whose tooltip names the challenge that unlocks it: each of the chain's own recipes, and each recipe whose workstation is a chain machine, Theurgy's pages, shown through JEI, among them. The mark, and a chain machine's tooltip line, go as soon as the player's team starts that challenge (#246).
  • Winning the protection challenge gives the team's Account the reborn_protection_won Permit, which opens the Shop's Offer of the home gate's pearl, and a new Account of a team that won it is given it again (#246).
  • The Electric Defence shoots the nearest creeper in reach and sight first, and otherwise the nearest hostile mob, since a creeper's blast costs the island the most. Its shots deal a damage type of their own, mechanicalmasteryreborn:electric, with its own death message, instead of magic, so a witch, which resists magic, takes them in full. /mmr assault wave <n>, for operators, puts the open Assault gate of the team whose island it is run on at wave n, for checking and balancing (#247).
  • The protection challenge can be chosen at the lab, its cost worded as "An Assault on the island", and choosing it sends the team its Assault, as /cod challenge start protection does (#242). The lab now offers all four handicaps.
  • The money challenge plays on AdminShop as published on CurseForge, the one the pack ships (#213).
  • The life handicap is faster hunger and a Diet, not less max health (#244). While a team plays life, every exhaustion its players take, from sprinting, healing, a hand drive's turn or anything else, counts twice (life.hunger_rate), and each player keeps a Diet of the last 8 foods they ate (life.diet_size): a food already there feeds a quarter less hunger and saturation for each time it is (life.repeat_falloff), never under a quarter (life.floor), so a varied meal feeds in full. Whatever feeds a player counts, Neo Vitae's Ritual of Full Stomach too; a feeding no food names, such as a cake's bite or the ritual's Essentia, counts as one food of its own. A food's tooltip shows how much it would feed now. The Diet is forgotten when the challenge is won, ended or reset. With life.pause_in_demon_realm on (off by default) a player in Neo Vitae's Demon Realm hungers and eats as in vanilla. All placeholders for #207.
  • The first Defence, the Electric Defence (fe_defence), free from the start and in the Works tab after the Recycler's parts (#236). It takes FE from any side, stores twenty shots' worth, and shoots the nearest hostile mob it can see within 12 blocks for 6 damage every 10 ticks, spending 100 FE a shot: the server config's defence.fe.range, defence.fe.damage, defence.fe.interval, defence.fe.fe_per_shot and defence.fe.store_shots, first guesses for #207. It never targets players or passive mobs, spends nothing with no hostile in reach, and does nothing without FE, which Jade says, with its store as a bar.
  • /cod challenge revert <handicap>, for operators, forgets that the team whose island it is run on won that challenge, so it can be played again, and unblocks the tier its win blocked (#224).
  • The four Transmuted Essences are in the Works tab, after the Mechanical Essences, so EMI lists them; Quintessence stays out until the last chapter (#224).
  • A challenge is won by filling its Port with a quota of its Transmuted Essence (#224). Four Ports, galvanic_port, warding_port, vital_port and aureate_port, stand unbreakable at C.O.D.'s four corners on every new island, and no recipe makes them; they are in the Works tab, after the lab, so EMI lists them. A Port is dark until its team starts its challenge, lit while it is played, and glows once it is won. While open it takes its own essence, by a right-click or from automation on any side, up to what is left of the quota and never more, so a hopper keeps the rest; it refuses anything else, and its own essence while closed or won, telling a hand why on the action bar. What it takes is used up and counted in the team's state, so a reload keeps the count and a reset clears it. The quota is the server config's quota.advanced, quota.improved, quota.regular and quota.basic, 4, 8, 16 and 48, by the tier C.O.D. makes. At the quota the tier C.O.D. makes is blocked for that team, the challenge ends as /cod challenge end ends it, Inflation and the handicap with it, and the team's players online see a title and hear a fanfare. Jade on a Port shows the count against the quota, or "Closed" or "Won". The lab shows a won challenge as "Won", and neither it nor /cod challenge start starts it again.
  • C.O.D. makes essence of the highest tier its team hasn't blocked: Advanced first, then Improved, Regular and Basic, and nothing once all four are blocked, which Jade says ("All tiers blocked"). Its paces and Inflation's cap stay the same on every tier, and Inflation counts only the decomposing of the tier it makes. When its tier drops, what its slot holds stays for the team to take, and the new tier spills onto its top until the slot is emptied; dormant or awake. A team's blocked tiers and the challenges it has won are saved with the world, and no reset, end of a challenge or /cod dormant forgets them. /cod tier <team> <advanced|improved|regular|basic|none>, for operators, sets a team's tier, the team by its id as /cod status shows it, suggested as it is typed (the team whose island it is run on first), which now also says the tier (#231).
  • The Advanced race's first balance set, from playtests, with the model behind it (#207). The numbers are chosen against each other: a tier-1 core takes 8 turns, now the server config's recycler.core.tier_1.turns, so one hand drive cranked without a pause decomposes one essence every 2 seconds, which is C.O.D.'s waking pace; an essence decomposed by hand rests 8 seconds, now recycler.hand.cooldown, slower than a dormant C.O.D.'s 6; C.O.D.'s pace grows by a twentieth of its waking pace each minute of a challenge (cod.pace_growth 0.05, was a tenth), so a team that keeps level needs one more full-time drive every twenty minutes; and Inflation's cap is ten stacks (cod.inflation_cap 640, was four), which a team that decomposes nothing reaches about fifteen minutes in. Hand-cranking buys a minute or two, never holds level: at a hunger point an essence, level pace is thirty points a minute, so the race is held by FE drives. An FE drive now spends 60 FE a turn (recycler.fe_drive.fe_per_turn, was 40), 12 FE/t at its pace: a Steam Engine runs 37, a Solar Panel at peak two, and the energy challenge, which runs drives on banked FE alone, is a sprint of about thirty minutes on about nine Accumulators. The yield stays a quarter, the Advanced mix stays one of each of its kinds, the Recycler's parts stay in it and cost what they did, and cobblestone stays the scarcest resource, by design: nothing new gives it, and no amount is raised to fix it. Every number is config, so the next playtest moves it without a release.
  • Recycler cores of tiers 2, 3 and 4 (recycler_core_2 to recycler_core_4), each faster than the one below: a decompose or a recycle takes 8, 6, 4 and 2 turns on tiers 1 to 4, the server config's recycler.core.tier_1.turns to recycler.core.tier_4.turns. A higher core takes the place of a lower one in the same frame. Every core returns the same yield, as decomposing by hand does, so the server config's recycler.yield.tier_1 is now recycler.yield: a value set under the old name falls back to the default quarter. A core's tooltip, in EMI and elsewhere, shows its turns; Jade counts them; EMI lists every core as the Recycler's workstation, and each higher core shows its tier on its front (#189).
  • A Recycler may have as many floors as its core's tier, stacked straight up from the core's: each floor above is a full 3x3 of any parts, the place over the core among them, and its drives, inputs and outputs work from any floor. Floors count upward to the first that isn't full, and a place two cores would both claim, across floors too, belongs to neither. Outputs fill floor by floor upward, each floor in the old order and then the place over the core, so a one-floor Recycler fills as before. One frame wraps every floor that counts (#217).
  • Turning a hand drive costs food, as sprinting does: each turn that counts adds 0.5 exhaustion to the player who turned it, about one hunger point an essence, the server config's recycler.hand_drive.exhaustion; a lost turn costs nothing. A survival player at 6 food or below can't turn it: the turn is refused as a lost one, and the action bar says they're too hungry. Creative players pay nothing. Decomposing by hand stays free (#222).
  • EMI shows a mix too long for one screen, such as Advanced's, across pages of eight rows, each numbered under its arrow (1/3, 2/3…), so every kind it gives can be read; the arrow's tooltip still counts the whole mix's kinds. A mix that fits still shows on one (#227).
  • A challenge's chain is locked for a team until it starts that challenge, and stays unlocked from then on, past a win or a reset (ADR 0007). With Chapters installed, starting a challenge grants its stage (such as mechanicalmasteryreborn:energy), unlocking its chain's recipes in the crafting grid and in Craftworks (#173).
  • A chain machine does no work while the team whose island it stands on hasn't started its challenge: with Theurgy installed, as the pack plays, its apparatus stop processing before the energy challenge. A locked one says "Unlocked by the Energy challenge" in Jade, or, on Theurgy's apparatus, in Theurgy's own in-world HUD. Jade no longer shows on a Theurgy block where Theurgy's HUD does, so the two don't overlap (#214).
  • The FE drive, a Recycler drive that runs on power: it takes FE from any side into a store of ten turns' worth, and while its Recycler has work it turns once every 5 ticks, as fast as a hand drive cranked without a pause, spending 40 FE a turn; it spends nothing while the Recycler can't run, and once full takes no more. Its turns are heard and seen as a hand drive's, and Jade on it reads the core's report. The pace, cost and store are the server config's recycler.fe_drive.interval, recycler.fe_drive.fe_per_turn and recycler.fe_drive.store_turns. The energy handicap stops generators only, so an FE drive keeps running on the FE it and the team's batteries stored (#186).
  • The money challenge can be chosen at the lab, its cost worded as "Your sales pay half, and your savings wait for its end". With AdminShop installed, as the pack plays, starting it sets the team's whole Balance aside and gives its Account the reborn_money Permit, which opens the challenge's Offers, for good. While it is played, every sale, by hand or by a Seller, of items or fluids, pays half its price, rounded down to the cent, the server config's money.sale_share; buying costs the same. A reset sets aside what the team earned too, as though the challenge had just begun, and its end, by /cod challenge end for now, gives back everything set aside, on top of what was earned since. What is set aside is saved with the world. The lab and /cod challenge start no longer refuse money, unless the team's island has no FTB party yet, and so no Account to act on: its players online read why, and can try again a moment later. A team keeps reborn_money for good, even if its island's party is ever made again (#213).
  • With Skyblock Builder and FTB Teams installed, as the pack plays, an island's players are kept in one FTB party of their own, named after their team and renamed with it, so AdminShop's money and FTB Chunks' claims are shared by everyone on the island. A player's team of one gets its party within a second of their first login; one who joins or leaves an island, by invitation, request or command, moves within a second, or on their next login if they were offline. Players can no longer make FTB parties of their own (#225).
  • Recycling stops at refined: it now undoes only crafting and assembling, never smelting, blasting, smoking or a campfire, so an iron ingot no longer recycles into raw iron. What any cooking recipe makes (ingots, glass, stone, smooth stone, food), a material every recipe makes from one raw kind alone (planks, sandstone, paper, bone meal, dyes from flowers), and what the new mechanicalmasteryreborn:refined item tag names (the planks, to start with) can't be recycled, and neither can a block a player uncrafts for free (a block of ingots, of raw iron or of wheat). A recycling recipe the pack writes still wins over any of it. EMI's Recycling category no longer lists any of them (#218).
  • Armour, tools and a block with a state of its own, such as a furnace, still recycle, however they are made. An item nothing crafts, such as dirt, still recycles into less of itself, and so now does what only uncrafting a block makes, such as a nugget, raw iron or wheat (#218).
  • A right-click on a Recycler input with anything in hand now always either puts it in or refuses it, telling you why on the action bar: refined, to uncraft instead, the core holding another item, the core full, the input not part of a Recycler, or nothing the Recycler takes. It never places a block against the input any more; sneak and right-click to place one. Jade's status for a core holding what it no longer processes now reads "Nothing decomposes or recycles what it holds" (#218).
  • A Recycler's top and bottom now show one seamless frame around its 3x3, whatever parts stand in its places: a rail along the outer edges, turning at the corners, and plain plating in the centre. Only an input's crate breaks it, on top. A part outside a Recycler, or where two Recyclers' 3x3s overlap, shows plain plating, and so do the parts' item icons. In a world from 0.1.0, a Recycler shows its frame once its core is broken and placed again (#223).
  • The Recycler's core now shows its vent on its front, turned the way it faces, with casing on every other side. An input now shows its opening on top, with casing on its sides, and looks the same whichever way it was placed (#223).

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