SiliconAgeBeta-0.2.2.jar
Curse Maven Snippet
What's new
⚠️ Beta. The mod's main content is in; what follows is polishing and bug fixing. Back up your world before updating.
Requirements: Minecraft 1.7.10, Forge 10.13.4.1614 (or newer for 1.7.10), Java 8. IndustrialCraft 2 Experimental (2.2.828+) is optional. Replaces SiliconAgeBeta-0.2.1.jar: remove the old jar from mods. 0.2.1 worlds open as they are - the Substrate's structures appear in new chunks. The Silicon Age: Vehicles add-on works with this version. On a server and on LAN - the same jar and the same dimension ids on client and server (the config's dimension section).
New
The Substrate (Si-14) - a new dimension for the late game: a chip-world beyond the Space Bridge's puncture. The handbook chapter "The Substrate" covers it all and shows your server's settings.
- The world: straight Scribe Canyons every 256 blocks with Silicon Plateaus between them; its own rock (Crystallite, oxide crust, Copper Traces, druses) and the mod's 16 ores - the rare ones (tantalite, sperrylite, baddeleyite, argyrodite, wolframite, monazite) richer than at home. No stone, no trees, no vanilla ores, beds and nether portals don't work. Its own sky: a turquoise day, a copper-violet sunset.
- The way in: only by the Space Bridge ("Substrate (Si-14)" in the list, x0.5 price) and by the Vehicles add-on ship's Jump; other teleports send you back. If the server wants (
requireSignal) - only with a "Si-14 Navigation Record". - Settlements and trade: the Tuners' domes of an eternal field - Outposts, Settlements, Cities, and the First Dock near the way in. Nothing is broken inside, the settlers can't be hurt. An exchange terminal and Credit Chips, the Trust reputation with levels and prices, the Elder's contracts, docks for a precise bridge landing, the Return Capsule, the Settlement Map, the death mark. The Power Engineer, the Armourer (restores trophies) and the Salvager.
- Enemies in the mod's armour: Linemen and Marauders in Nano, Renegades in stolen Quantum and Exo armour (the Trooper with a Plasma Rifle, the Jammer with an EMP screen, the Exo Executioner), Hollow Shells with repair drones, nanite swarms, mimics, elites with modifiers. Mob armour has a reserve: arrows and plasma wear it down, and PE-1 suppresses (Point, Pulse) and drains it (Siphon). One Jammer in 50 carries a real PE-1, always with a warning before it fires; cover saves you.
- The dome wardens are serious opponents: their armour works as a player's of the same tier (the plating stops 80 / 88 / 96 / 100% of a blow, a reserve of 800-3000, the shield, regeneration, recharging from the dome). PE-1 works on the wardens in all modes - under a Pulse the fight is 2-11 times shorter; Siphoned energy is vented, and any shot at a warden is a provocation (-40 Trust).
- A dangerous world: the Quartzite Ridges (crests up to Y 140, the richest veins), the Oxide Fields with background radiation and the Rift with floating islands over Singular Glass. The EMP storm suppresses the mod's armour under the open sky (cover: 3 blocks overhead or a field with an EMP screen), the Silica Haze, once a week the Singular Emission. The Renegades' night raids on the settlements, camps under a Stolen Field Generator with a Warlord and a safe, the Tuners' caravans with ambushes. Breakdown blows pass the Exo and Singular shield.
- Ruins and Vaults: Dead Nodes on the canyons' crossings, abandoned lithographs under the plateaus, the wrecks of the Lithographers' bridges; sealed Vaults with a Singular Sentinel keep the Breakdown Key Fragments. The Eclipse, the Quartzite Colossus, the Arc Strider, the Current Leech and the peaceful Wafer Crab. A Scrapper Crab gathers a dead player's things - kill it and everything drops.
- The boss - the Breakdown Warden: a Key of 4 Fragments wakes it in a Breakdown Epicentre (one arena a 4096 x 4096 region, the first more than 2 km from the way in). Three phases - "Hold" (put the Containment Coils out with a PE-1 Point), "Breakdown", "Overload" with the core reset (hide behind a column); a PE-1M in hand and the Silencing Pulse. 600 HP and +60% for every extra player.
- Rewards: trophy armour and weapons (25 trophies, restored at the Armourer or at your own station), at most 3 Singularity Crumbs a day from the world; from the Warden - to everyone who dealt 10%+ of the damage: the Breakdown Matrix, 4-8 Crumbs beyond the cap, Clots, Singular armour scrap, a chance at a Singular chestplate, blade or PE-1M. 12 Lithographer's Journals, the Lithographers' Signal with a cache, the "Lithographer" and "Tuner" paint schemes, a dome preset, the Lithographers' Module (-50% field upkeep), new Singular progress tasks.
- Server: the
dimensionconfig (entry, price, trophies, PE-1 in mobs' hands and on mobs, weather, raids, caravans, settlements); default ids - dimension -1414, biomes 240-244. Galacticraft rockets can take off from it - to forbid:-1414in "Dimensions where rockets cannot launch". Mobs from spawners and eggs give no loot. Details in the README.
Bugs fixed
- Rare ores in the Overworld: tantalite, baddeleyite and sperrylite never generated at all, and wolframite, argyrodite and spodumene almost never (vanilla's generator places no vein of that size). Small veins are now a short chain of blocks. The ores appear in new chunks only.
- Space Bridge: the Controller's screen showed the price without
bridge.costMultiplier- now it is the one that is charged.
This mod has no additional files

