SiliconAgeAlpha-0.1.4.jar
Curse Maven Snippet
What's new
New
Batteries and power
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Portable batteries in six tiers:
Tier Battery Capacity Output LV Silicon Cell 40,000 EU 32 EU/t MV Lithium Battery Pack 400,000 EU 128 EU/t HV Crystal Accumulator 4M EU 512 EU/t EV Quartz Capacitor 40M EU 2,048 EU/t QV Quantum Cell 400M EU 8,192 EU/t XV Exo Core 4B EU 32,768 EU/t - Detailed 32×32 icons change with the charge.
- Sneak + right-click switches the mode: charge your armour, the held item or everything you carry.
- Each tier is crafted from two of the one below, and their charge carries over.
- They work with IC2.
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A battery slot under the energy gauge:
- on machines, quarries, the Exo rig and the field generator the battery powers the block; modes "reserve" and "always";
- on generators the output charges the battery; modes "surplus" and "always";
- pipes put batteries in and take them out.
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A power switch and a redstone mode on machines, generators, storages, quarries and the field generator. A switched-off block takes no energy. A new machine is placed switched off.
Screens
- Holo screens for every machine and generator:
- each has its own animated scene: crusher, washer tub, blast furnace, CVD, crystal growing, saw, stepper, implanter, turbines, engine, reactors, tokamak, solar panels, wind turbine, water wheel, RTG and more;
- an energy gauge with the percentage;
- full-size tank gauges.
- NEI pages in the same style.
- New screens for the quarry and the Exo rig: one row of tabs, cards, a live pit and beam scene. The field generator and the energy storages are in the new style too.
Field generator
- Rain shield: no rain or snow inside the field, no water freezing, lightning put out. Upkeep +25% in rain, +50% in a storm.
- New wireless charging modes: all at once, emptiest or nearly-full first, worn items only. There is now a "charge below N%" threshold.
- The "hostile and neutral" target pushes out every creature except players.
- 24 ready field colours.
- "No signal" by default: the field works while there is no redstone signal on it.
Energy storages and fluids
- Energy storages:
- comparator output;
- the output face turned with a wrench;
- a discharge slot;
- upgrades: transformer, capacity, overdrive;
- up to 4 charge slots on the higher tiers.
- Buckets for all 22 of the mod's fluids. Fill machines and drain them with a bucket or a cell.
- A tank extension upgrade for machines and generators.
- Clearing a tank for energy.
Fixed
- Game crashes on chat messages: quarry warnings, area card, wrench, cable, fluid pouring.
- Energy network:
- energy didn't flow through the network with IC2 and Industrial Upgrade;
- machines exploded on strong lines;
- the overdrive upgrade lost energy.
- Lost upgrades:
- an explosion destroyed a machine, generator or storage together with its upgrades;
- crafting a storage into the next tier lost its upgrades.
- Slots and access:
- any item could get into a battery slot;
- a stranger could take the battery out of a quarry;
- hoppers pulled upgrades out of a storage;
- switched-off storages and quarries kept working.
- Field generator:
- the rain shield stopped the rain in the whole world;
- a player's ice turned into water;
- the shield flickered when short of energy;
- the field switched itself back on when the master changed;
- lightning struck creatures next to the field.
- Display:
- the ×, ·, ÷ and ± signs showed as Russian letters;
- the solar panel always said "Day";
- the text under the upgrades ran into other elements.
Minecraft 1.7.10, Forge 10.13.4.1614. ⚠️ Alpha — back up your worlds. /
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