SiliconAgeAlpha-0.1.2.jar
Curse Maven Snippet
What's new
New
Energy
- Three new tiers above EV: IV (8,192 EU/t), QV - Quantum (16,384 EU/t) and XV - Exo (32,768 EU/t). Each has an energy storage (up to 2B EU), a charge pad, its own cable and a transformer.
- Universal transformer upgrade: a machine or field generator takes any voltage without exploding.
- 14 new generators:
- solid fuel, water wheel, wind turbine, RTG;
- thermoelectric, geothermal, hydrogen fuel cell;
- Nano / Quantum / Exo solar panels;
- high-pressure plasma reactor, tokamak, Exo singularity reactor;
- creative generator.
- Overdrive and Economizer generator upgrades. Solar panels depend on the sky, weather and time of day. The combustion generator takes several fuels. Reactors ramp up smoothly.
Quarry
- Silicon Quarry LV / MV / HV / EV: a six-tab screen, an area with a map and a laser frame in the world, a zone colour picker, swappable drill heads, an ore scanner and an area card.
- Exo Drilling Rig (XV): its laser brings ore up from the deep. Ore lenses raise their ore's chance.
- 21 quarry modules, module slots grow with the tier. Among them:
- trash disposal, centrifuge, vein miner, twin drill;
- fluid guard, gentle mode;
- head repair (the quarry pauses until the head is whole), energy saver;
- for the rig - resonator, stabilizer and a deep scanner (other mods' ores).
Tools and armour
- Wrenches in three tiers: turning machines, dismantling with charge and contents kept, copying settings.
- New armour look. Nano - tactical, Quantum - white ceramic with gold and cyan circuits, Exo - dark armour with a violet -> magenta -> blue shimmer and a processor on the chest.
- The worn armour model has 3D parts: pack, pauldrons, orbs, fins, anti-grav rings.
- Armour lights glow in the dark and show the charge: they flicker when low and pulse red when empty. They go out when the piece's function is off.
- Animated lights, a light colour choice and a Set aura function.
- New drill icons in IC2's manner: a tier chip, a charge strip, a crystal tip on the Exo drill.
Field generator
- An Upgrades tab: energy storage and transformer upgrades.
- Wireless charging now charges IC2 items (EU) and other mods' RF items too. A new Charge Booster upgrade (x2, up to 4).
- A Charging page on the Functions tab: priority, buffer reserve, sparks, live numbers.
Interface
- New look for machine, generator and storage screens.
- Text no longer runs out of buttons and screen edges.
- Long tooltips wrap.
Fixed
- Machines were always placed facing south - they now face the player, and any wrench turns them.
- A cable under too high a voltage no longer blows up the machines next to it - it burns out, as in IC2.
- A machine blown up by over-voltage no longer breaks the blocks around it.
- The quarry's ore scanner is no X-ray any more: button only, costs energy, only counts the ore.
- The Exo Drilling Rig kept hauling with a full buffer and bloated the world save - it now stops.
- The quarry pushed output through a neighbour's wrong face. Washing treated a stack of 2 ores as one.
- Vein mining could drop TPS. The fluid guard worked in someone else's private zone.
- A wrenched quarry or generator lost the fluid in its tanks and part of its energy.
- Another player could take a quarry's output and put modules into a quarry and a field generator.
- A private field zone didn't protect transformers, tanks, cables and pipes.
- A broken machine could duplicate an item.
- A filter put into a filter could blow its item data up until the save broke.
- Tank upgrades didn't take other mods' ingots. The boiler didn't burn charcoal. No more "Unknown recipe class" warnings.
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