Techy Techy Core 1.0.9
Curse Maven Snippet
What's new
## 1.0.9
- Hydrogen can no longer make free power: water electrolysis, chlor-alkali and sodium in water now cost more energy than any fuel cell or turbine gets back from the hydrogen; recycling no longer turns chemical or nuclear products (like uranium-233) back into their ingredients' metals, and huge items recycle into at most a stack (or a tank of molten metal) in sensible time.
- Right-click fixes: an empty hand works and empties the Juicer, Mixing Bowl, Sifting Table and other hand stations again, and takes items out of Super and Quantum Chests; holding some other item no longer pulls out a Fuel Channel's rod, a module, drying or trapped items, salt, seeds, prints or millstone output; rotors, rods, fuel, transformer and pipe settings and coke oven creosote can no longer be changed in adventure mode or on protected land; a tool used from the off hand wears out instead of the main-hand item; a mining charge placed next to redstone power lights at once; a creative-broken tank keeps its fluid; and a Brine Pool no longer says it is low when clicked without a container.
- Super and Quantum Chests, tanks and drums now keep their lock, void-overflow and auto-output settings when broken, and a Fluid Silo controller keeps its void-excess switch; machines and covers no longer send their owners' and private channels' details to every nearby player.
- Lighter on weak PCs: idle machines no longer save themselves every tick, formed multiblocks re-check their structure only when one of its blocks changes (or every few seconds), and the World Accelerator, Coke Oven Hatch, vein retrogen and carried-hazard checks do less work each tick.
- Cover settings and wireless redstone tuning screens now respect land claims and protection mods, and no longer work through walls.
- The game no longer crashes at startup on a PC set to Turkish or Azerbaijani; covers and screwdriver fluid modes now work on the Industrial multiblocks' and Alloy Blast Smelter's fluid faces; and other mods' pipes can no longer push more into a fluid pipe per tick than its rated flow.
- Smoother play on slower PCs: full tanks and pipe networks, full machines on a cable network, and fluid colours in tanks and pipes now take much less work every tick and frame.
- Tool fixes: a filed tool upgraded at the smithing table now keeps its file wear against the new tool's full durability, and a repair that lost the wear record no longer lets a tool be filed past its limit; wrenches and wire cutters now lose durability (or FU) for each machine, casing, pipe or cable they take down, including Seam Breaker sweeps; and the Seam Breaker takes only the tree you hit, not touching logs of another kind.
- Megastructure and vat fixes: the Antimatter Reactor and Swarm Receiver no longer waste fuel or swarm modules when the generator output setting is above 1; breaking a Singularity Compressor mid-batch gives its inputs back, and breaking a Swarm Launch Site mid-launch gives the module back; the compressor's finished output keeps names and other item data; a Bacterial Vat counts a new kind of culture's life from the start; and farm controllers save less often.
- Hearth fixes: Tree Bark now drops only when a log is really stripped (no more free bark from clicking logs in adventure mode or protected land); a broken Fermentation Barrel keeps its brew and how far along it was; a Fish Trap with no room for a new kind of catch no longer eats bait or spits fish out on top.
- Automation and sorting fixes: crates and the Safe can now be sorted with the sort key like chests; the Auto Crafting Table's power buffer grows with the energy cost setting, so it crafts even at the highest cost; breaking a lit Programmable Redstone block now turns off things powered through the block in front of it; and a Programmable Redstone Timer set to 1 or 2 ticks now blinks instead of staying on, and powering its back drops any pulse in progress.
- Remote and monitor fixes: the Field Terminal no longer pops back open after you close it, and always opens for the hand you used; a Central Monitor's alarm now ignores blank cards, far unloaded outposts and idle machines with an empty buffer (those show as no signal or idle), and still sounds for a machine that has work but no power; a monitor remembers who placed it and only shows machines its owner may see, its link cards can only be taken out by players who may change it and never by hoppers; and monitors send less network traffic.
- Small fixes: link cards can only be put into a Central Monitor by players who may change it (so they can't get stuck there); the input separation button does nothing on machines without that setting; the guide no longer crashes when reopened after a resource reload leaves a chapter with fewer pages.
- Pipeline fixes: a Power Line fed a stray low-voltage packet no longer stays throttled to that voltage, since it now keeps the power of each voltage apart and sends each out at its own voltage; changing one pipeline no longer makes every other pipeline in the world find its outlets again; and pipeline pieces removed by commands no longer leave a hidden piece that keeps the line joined.
- Item fixes: the Wooden Bucket and Ceramic Jug now take water from waterlogged blocks the way a bucket does (a waterlogged chest or stairs stay and just dry out) and leave kelp and seagrass alone; a part-filled jug pointed at open water scoops it instead of pouring; Quantum suit powers end about two seconds after a piece comes off, and the boots now use power for Jump Boost; the Scythe and Plow no longer reach into protected ground; a lighter refills only whole uses of gas; and tools used from the off hand now wear correctly.
- Refining fixes: the Neutron Irradiator now lights a new neutron source only when a recipe is waiting and it is not held by a full redstone signal, so idle machines no longer burn sources away; a source taken from a Combined Input Hatch is now saved properly; and the Water Treatment Works units, Ball Mill and Flotation Cell now obey a Parallel Control Hatch.
- Keeping-your-stuff fixes: a broken Decay Tank now keeps both of its salts in the dropped item and holds them again when placed; breaking or blowing up wet Construction Foam sprayed into a Steel Mesh gives the mesh back; a Data Stick now copies a storage lock on an item with a name, enchantments or other data exactly, so the pasted lock takes that item; and an empty Drying Rack no longer saves itself every second.
- Prospecting fixes: a Mining Charge now breaks rock as the player who lit it, so claimed and protected land is respected, and it never breaks obsidian, crying obsidian, reinforced blocks or unbreakable blocks; with the tntExplodes game rule off, Dynamite and Mining Charges no longer harm blocks (Geophones still hear them); a blast heard by several Geophones is worked out once, which is much lighter on the server; hammer prospecting now marks a vein whose middle lies in a neighbouring chunk; fluid and fallout marks in unvisited chunks sit at the ground instead of the bottom of the world; and the client's prospecting map keeps the same limit on marks as the server.
- Matter Manipulator and Replicator fixes: pasting resin clumps, glow lichen, sculk veins and leaf litter now takes as many items as the block drops; powder snow is no longer copied (it used up the bucket); pasted sculk shriekers can no longer summon wardens and dried ghasts are built dry; pastes work from the offhand and never use blocks worn as armour; the tool's charge updates once a second while building, the largest copy is now 32 blocks a side, and both corners must be in the same dimension; and a Replicator given a different Data Orb starts the new item from scratch instead of getting stuck or carrying over power.
- Item cleanup and vein fixes: the dropped item cleanup now leaves items dropped in the last 15 seconds (so dying during its countdown no longer loses your things) and items a player threw for a minute, and it calls itself off if the items have dropped under the limit by the end of the countdown; datapack ore veins now form in worlds with a raised floor or lowered roof and come down into the ground like built-in veins; and the Prospector no longer reports a vein in such worlds where none could form.
- Maintenance fixes: fixing a problem in the Maintenance Port's screen now fixes the one you clicked and wears the tool like using it on the port does (a charged electric tool pays EU instead of durability, Unbreaking counts, nothing wears in creative); the Compute Array, Research Station and the Fission, Molten Salt and Pebble Bed reactors now slow down with each open problem like other multiblocks; and a new port starts with no problems while maintenance is turned off.
- Conduit Bundle fixes: removing a bundle with optical cable by an explosion or command now cuts the compute through it; a pipe keeps its corrosion when bundled or unbundled, and a new pipe no longer takes over an old one's; a bundle whose conduits are all gone after loading can be broken and clears itself away (dropping its covers and facade); an overfull saved bundle no longer crashes; and taking a covered pipe out in creative no longer drops its cover.
- Lanthanide line: the Centrifuge now spins the slurry into the line's own Lanthanide Hydroxide, and only that goes into the Leaching Vat, so the high-yield path really needs the hot Acid Digester (the older route's Rare Earth Hydroxide still works for its own recipes). Inert gases now only speed up the blast furnaces; the Acid Digester and the Catalytic Cracker leave them alone. The Acid Digester also reads its coils less often.
- Battery Bank FE fixes: a bank's FE output now only draws power that the machine in front will actually take, keeps its FE through a save and reload, and gives it back to the batteries when broken or when FE output is turned off; a bank no longer loses power its batteries could not store; Battery Banks and Power Converters now tell other mods' pipes when they are turned, and are lighter on the server with nothing in front.
- Art: every item is redrawn in the new chunky 3/4 style (lit tops, shaded sides, metal glints, a dark outline), 892 of them in 46 sets of 20: the tools and armour, scanners, batteries, field generators, fuel rods and energy crystals, chips, wafers, circuits and components, the shared material shapes every metal and gem uses (ingots, plates, dusts, gears and the rest), the extruder dies and molds, foods, drinks, cultures, upgrades, modules, rockets and every other item. Items that only differ in material or tier share one shape in their own colours.
- Hazard fixes: the Geiger Counter is lighter on the server (it reads twice a second), lightning now spares wires when cable burning is off and burns bare wires inside conduit bundles too, burns from hot ingots and pipes have their own death message, leather boots now keep cold pipes from hurting you, rain soaks on a machine dry out when the rain stops, and Carbonweave and Aegis helmets filter the air only while charged.
- Fixed a duplication bug: a machine's circuit selector (or an Input Bus's circuit number) could be recycled into free Scrap by an empty Recycler or Salvage Works. The selector now only ever counts as a circuit, circuit buttons only work on machines that have the selector, and the Circuit Assembly Line gained the one batch circuit recipe it was missing.
- Research fixes: the Scanner now adds new research to a Data Stick or Data Orb instead of wiping what it already held (a full card is refused), two Research Stations on different Optical Ports of one Compute Array now share its compute, optical networks no longer load chunks along long cables, and one research card moved between Data Banks can no longer start recipes in several Assembly Lines.
- New: the Torque Coupler takes rotation from other mods' machines into our shafts (other mods can supply it through a public API; Create support arrives when Create updates to this Minecraft version).
- Asphalt fix: the asphalt speed boost now ends as soon as you swim, climb a ladder or ride something, instead of lasting until you next land.
- Alloy fixes: alloys of three or four dusts that share a dust with another (stainless steel, the superalloys, alnico, maraging steel, kanthal and the rest) each take their own Programmed Circuit in the Mixer and Alloy Blast Smelter, so a bus holding several mixes makes the one you pick instead of any of them (the numbers are on the Alloys and superalloys page and in the Index), while the Mixing Bowl, now with a third slot, still mixes bearing bronze without one; a furnace saved mid-run keeps its inert gas speed bonus; a crucible holding a metal the mod no longer has loads without it instead of crashing.
- Rotation fixes: a very long line of gearboxes or machines no longer crashes the server; two rotation networks joined mid-tick no longer pay the same machines twice that tick; windmills and water mills only share when their sails or wheels sweep the same blocks, so mills back to back keep their full output, and each mill checks far fewer blocks around it (lighter on weak PCs).
- Art (style pilot): the Depot Satchel, Pocket Toolkit, Work Patterns, LV and HV Batteries, Fluid Cell and Large Steel Fluid Cell are redrawn in a chunkier 3/4 look (a lit top, a front and a shaded side, brass and steel highlights) to try the style before anything else changes.
- Works better beside terrain, biome and season mods: the planets keep their own terrain when a mod reshapes the Overworld, ruins and wild plants also find modded biomes of the same kind, ruins keep clear of other mods' villages, deep ore veins still generate in worlds with a raised floor, and crops on sticks respect seasons. Modpack makers can turn off or move our worldgen with a datapack (see CUSTOMIZING.md).
- Farm fixes: a Greenhouse, Mob Farm or Algae Farm with a full output bus now waits without using up water or fertiliser (it ate them every tick before), and keeps its rolled harvest until there is room; hatches above the tier that already gives the fastest cycle no longer cost more power; the progress shown reaches 100% on higher-tier hatches; the Greenhouse reads its input buses far less often (lighter on weak PCs).
- Drone Hangar fixes: a tool without durability (another mod's wrench, say) is no longer used up by the drones; an idle hangar no longer marks itself changed every tick (lighter on weak PCs); lowering its reach or link limit in the settings now also stops older links beyond them; a renamed owner's teammates keep their command.
- Lens fixes: looking at a walking mob no longer flickers; the Lens no longer holds on to the last world after you leave; it asks the server at a steady pace while the game runs and nothing while paused or under /tick freeze, and old answers expire; looking at a very large storage reads only its first 256 slots.
- Machine screen hover text wraps instead of running off the screen; the Lens and gear readout do less work each frame (lighter on weak PCs).
- Art and display fixes: the bellows, clipboard, drying rack, evaporating pan, skep, tank gauge, tapping spout, thermometer and wicker fish trap look right in the inventory and in hand (they showed flat, and full-size when held or dropped); the ore scanner's "needs charging" message shows its cost instead of a raw "%s"; JEI ore pages name the space worlds instead of showing raw keys; monitor walls keep their text when part of the wall is out of view; monitor walls and multiblock tanks follow the low-detail setting and draw out to the same distance as other detail; potion levels above 10 show as numbers in the lens.
- GUI fixes: text that ran off panels or under buttons now fits (Item and Battery Buffers, Maintenance Port, Regulator, Boiler, primitive furnaces, Naquadah Reactor, Programmable Redstone, wireless channel and Cover Settings screens, long machine names), with the full wording on hover; Cover Settings choices show short labels; the Depot Desk's status hint is wrapped; the Terminal and Drone panels keep their colours; the Codex's multiblock buttons have tooltips.
- Depot fixes: clicking in a Depot screen no longer uses extra power and storage reads with every click; a spectator or dead player can no longer take or store; a Desk closes when you go through a portal; the Drafting Desk's result works again after /reload without touching the grid; "+" with max fills as many sets as are really there instead of failing, and prefers plain items over enchanted, named or damaged ones; a bus tagged (or its filter changed) after it filled up pushes again; a tag on a cauldron stays on when the cauldron fills; breaking a tagged block without the right tool drops its tags; a cover can no longer go on a face that already has a Depot Tag.
- Fixed: the Retriever no longer makes oversized stacks when it pulls from a slot holding more than a stack, and is lighter on big networks; the Type Filter's slots only take what it allows, by hand and by shift-click.
- Fixed: placed Cave Spires no longer drop fluorite, a Silk-Touched Brine Pool starts dry when placed, partly filled containers no longer lose brine, and the Geothermal Boiler keeps distilled water through a reload.
- Fix: covers (Solar Covers among them) are drawn on every machine again; on dozens of machines, the Rock Breakers and UU machines among them, a cover was in place and working but invisible.
- Cover fixes: a Screwdriver on a Robot Arm, pump, regulator, Steam Valve or Advanced Detector set to a custom value in Cover Settings goes back to the first step without flipping its direction; a big Solar Cover on a small machine now fills it (an IV cover on an LV machine made nothing) and no longer takes up one of its amps; an importing Robot Arm's exact batch is always one kind of item, as when exporting.
- Art: nuggets, rings, springs, foil, fine wire, rods, long rods and plates (double, dense and curved too) are redrawn as clear chunky shapes with strong lighting and a white glint that stays bright on every metal: a stout rod and a slim long rod, a round ring, a coil spring, a spool of wire, a roll of foil, and plates as slanted sheets.
- Index: a colourblind option ("Colourblind marks" in the Index settings) shows blue for what you have or can do and orange for what is missing, instead of green and red.
- Fixed: the Index's mode buttons (can make, hidden items, creative tab, tooltips) have a row of their own under the search box, a little apart; they were drawn over the search text and against the filter button.
- Fixed: the Index's search hint is short ("Search…") and nothing in the search box draws outside it, at any pane width or GUI scale (the old long hint ran across other mods' screens, e.g. a backpack's).
- Fixed: the Index stays on the creative inventory; opening it in creative left the Index on the survival inventory the game had swapped out, so it showed only after the window was resized.
- Fixed: a Distillation Tower turned upside down with the wrench sends each product to its layer's Output Hatch (it vented them all), and it waits for a hatch locked to another fluid instead of losing that product.
- Fixed: a parallel machine finishes only the runs it started (and paid) for; inputs added mid-run wait for the next run instead of finishing for free.
- Fixed: Speed Upgrades no longer multiply the power of a run that is already one tick long.
- Fixed: the Processing Array, Steam Grinder and the other array machines give their recipes' chance byproducts (secondary dusts and the like).
- Fixed: a Draw Bus whose tag changes hands gives the items it drew back to the channel they came from, instead of carrying them into the new owner's channel.
- Fixed: picking up a Fuel Channel with a wrench no longer drops a copy of its fuel rod as well (a rod duplication).
- Fixed: a fusion reactor that went out after its structure broke is saved as out, so it cannot come back lit without paying its start-up charge; and on a Mk IV, one kind of dust no longer pays for another dust's plasma.
- Fixed: with the generator output setting above 1, generators burn only the fuel whose (multiplied) energy fits, instead of throwing the extra away; the setting now really saves fuel.
- Fixed: the Combustion Generator burns datapack liquid fuels whose FU per mB is not a multiple of 8 without losing the rest, and no longer takes fuels too weak to burn.
- Fixed: a Space Assembler Module that took a batch's inputs while short of power saves that batch (it could be lost on unload).
- Fixed: four chemistry loops that made something from nothing: refined iridium, osmium, platinum and palladium dusts no longer dissolve in aqua regia (only cooperite does; the refined dust came back with extra metals), crafted gunpowder centrifuges back to less sulfur and coal than it took, chloroform takes 4000 mB of chlorine, and coolant salt gives 1000 mB of hydrochloric acid.
- Fixed: the LV and MV Arc Fixation Chambers, which could never run (its recipes want HV), are no longer craftable or listed; ones already placed stay.
- Fixed: two electric hand tools (wrench, screwdriver, buzzsaw, soft mallet, wire cutter) combined in a crafting grid no longer make a third (an item duplication).
- Fixed: the Buzzsaw and Pocket Toolkit pay EU or wear for every log they fell, the log hit included, and stop while they still hold together: a Buzzsaw with no blade no longer breaks mid-tree, battery and all (they felled whole trees for free, even flat).
- Fixed: the Miner rolls each ore's drops once, so small ores' drops are no longer lost when its output is nearly full, and it no longer loads chunks around it to scan them.
- Fixed: a modpack's ore vein weights (0 turns a vein off) now count for the Void Miner and off-world harvesting too, and vein retrogeneration no longer stops after a long journey.
- Fixed: a paused or redstone-disabled machine on too high a voltage blows up at once, instead of swallowing the line's power for good and blowing up only when switched back on.
- Fixed: an Output Bus's screen no longer takes items from the player (they stalled its machine), an Input Bus keeps its filter and one-stack mode through a face set to Input, and the Muffler Hatch's ash slots take nothing put in (filled with junk, all ash was lost).
- Fixed: a Burning Box under a boiler no longer burns a whole fuel item for one tick of heat each time the boiler lights its own fuel, and a crucible full of an unalloyed mix stops asking for heat.
- Dynamo Hatches with nowhere to send power, the Primitive Water Pump and the rotary Sifting Table and Mixing Bowl no longer do work every tick (less lag).
- Fixed: setting a face with the Screwdriver works on the Millstone, Research Station, Radioisotope Generator, UU Replicator and Item Buffer: an output face gives their outputs (it gave nothing) and an input face only fills their inputs with what they take (it could fill their output slots with anything).
- Fixed: shift-clicking items into a machine never fills its output slots (they took the player's items and stalled the machine).
- Fixed: auto-output respects a closed Shutter Cover and a face set not to give out, and a paused or switched-off machine empties its output tanks as it does its item slots.
- Fixed: inert blast gas only speeds up heated (blast) recipes, and coil heat only discounts them: a Precise Assembler's casing or a Chemical Plant's coils no longer sped up or discounted plain recipes.
- Fixed: an idle drilling rig (no power, output full, needing maintenance) no longer takes a share of the deposit from the rigs that are pumping.
- Fixed: a cleanroom with an iron door standing open gets dirty instead of staying clean.
- Fixed: in the Index, the "+" shows only on recipes the open machine can run; a craft plan runs a recipe once for two things it makes, counts chance-only ways by their chance, and the recipe history stays capped.
- Fixed: the Large Boiler's superheated steam no longer loses half a mB a tick to rounding, and solar panels keep the charge they hold when their chunk unloads.
- The Assembly Line and Pyrolyse Oven no longer redo work every tick, idle machines stop looking for a neighbour to push into when they hold no output, and the Index's made/used counts count real recipes only.
- An idle fission reactor (no fuel, cold) and placed Teleporters no longer do work every tick (less lag).
- Machines holding an item they have no recipe for no longer search their recipes every tick (less lag in big bases).
- Fixed: piping a fluid into a machine that already runs a plain recipe lets it switch to the recipe that needs that fluid (the plain one kept shadowing it).
- Fixed: when two structures share a hatch or part, the one that loses it stops at once instead of running on it for up to a second.
- Machines waiting to start (no power, output full) no longer search their recipes every tick, and a formed multiblock with part of it in an unloaded chunk no longer loads that chunk every second (less lag, fewer stray loaded chunks).
- The recipe viewers say "steam or LV" for every low recipe a steam machine can run, not only alloy smelting.
- Fixed: in the Index, a machine of any tier counts for its recipes and "can make" (only the LV one did); right-clicking the items/fluids filter turns it back instead of clearing the search; the Shift preview shows a real recipe, never a material or information page; the Tab button lists only tabs with items, and lets go of a tab after a language change.
- Art: bolts and screws are redrawn upright and easy to tell apart: a bolt has a faceted hex head over notched threads, a screw a slotted domed head and threads that narrow to a point.
- Art: the Depot Desk, Drafting Desk and Satchel screens are tidied: the sort, order and items/fluids buttons have their own icons and say what they do when hovered; the scrollbar handle can be dragged (or click the track); the search box shows a "Search..." hint; fluids show as the fluid itself instead of a bucket; and the channel and status sit in their own dark readout instead of over the bottom row of items. The Drafting Desk shows four rows of stored items so it fits smaller windows.
- Depot fixes: the Drafting Desk no longer gives a free result after shift-clicking the grid empty; Output Buses and Hatches keep trying when their Depot is out of reach; a Draw Bus never uses items its Crate no longer has; a Stock Keeper with nothing in reach gives no signal; shift-crafting from the Depot is lighter; the Desk and Satchel lists stay filled after the Index or a recipe fill; a Satchel carried out of range no longer takes; a stale link no longer knocks off a new tag; an inverted Stock Keeper with nothing to count gives no signal, and it notices team joins and leaves; a Desk viewing over 512 fluids no longer disconnects; tank fill marks now hold for fluids; an open Drafting Desk no longer crafts recipes removed by /reload; an open Satchel's power use is kept on logout.
- Fixed: waypoints, prospecting marks, balance values, the Lens and the Depot view no longer carry over from another world; two worlds with the same name keep their own waypoints (old ones move over once); quitting soon after using the Multiblock Projector no longer keeps the old world in memory.
- Fixed: tanwood, dry and rotten logs, wild beehives and Brewgrain no longer give free extras when placed and broken again (bark still comes from trees and fallen logs found in the world), and tar seeps no longer leave flowers or half a tall plant standing on them.
- Storage fixes: a full Super or Quantum Chest no longer goes inside a crate, shulker box or another chest, and they no longer take full crates or shulker boxes (nesting them made items too large, which could keep players out of a chunk); a creeper blast no longer destroys crates, the safe, Super and Quantum Chests and Tanks, drums or tank valves along with what was in them; a Super or Quantum Chest broken in creative drops itself with its contents; a multiblock tank no longer loses its fluid when another valve is added, and a broken tank valve or Fluid Silo controller keeps its fluid in the dropped item and gives it back when placed; Fluid Silos keep a fluid's full details through a save; a tank valve's comparator signal no longer goes past full.
- Knapping fixes: after a datapack reload the knapping choice you have picked now uses the reloaded cost and time on your side too; the knapping menu fits on narrow screens and large GUI scales, putting fewer cards in a row; and combining two worn flint or obsidian tools in the crafting grid keeps the stone, its name and its stats (a flint tool and a rock tool no longer combine).
All Relations
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- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
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