Changelog ● Known Bugs ● Update Caution
🐛 Fixes
- 🖇✏️Remove Advanced Ring Baubles since new fork handle them
- 🖇🔨Return accidentally removed "vaporizer" trait from
Demonic Metal
related 53e234bf245a1aae050c50356ed57354c94c1235
- 🖇🟠Undo migration
mct_immersivetechnology
There is a bug that breaking LittleTiles inventories.
More info: https://github.com/tgstyle/MCT-Immersive-Technology/issues/319
related: 7147d0899fe54be8f621af919972921a13c43a61
Mods changes
🟢 Added Mods
| Icon |
Summary |
Reason |
|
Immersive Posts Extendable treated-wood, aluminium, steel posts and more for ImmersiveEngineering. |
Decoration asked in Discord |
|
Possibly Baubles Adds Baubles support for Actually Additions items. |
No more ring duplicates |
🔴 Removed Mods
| Icon |
Summary |
Reason |
|
Actually Baubles Baubles capability for some Actually Additions gadgets! |
Replaced by Possibly Baubles |
🟡 Updated Mods
| Icon |
Summary |
Old / New |
|
Immersive Technology |
MCT-ImmersiveTechnology-1.12.2-1.10.197-release
MCTImmersiveTechnology-1.12.2-1.9.102 <summary>Changelog ↓↓↓↓</summary>MCT-ImmersiveTechnology-1.12.2-1.10.184-release - Belt optimization enabled by default (mct_mixin.cfg) DISABLE IF HAVING ISSUES - Belts fully idle when no items/entites are on them after 2 seconds - Belts now stay visually active for 2 seconds when items/entites pass over them (even without redstone) - Massive reduction in duplicated code through clean inheritance hierarchy (easier updates & bug fixes) - All conveyor types now share consistent item handling (10-tick pickup delay + no-despawn logic) - Covered conveyors now have unified, reliable collision & selection boxes (horizontal + sloped) - Covered variants properly render walls and supports - Extractor arm now visually extends/retracts based on target block distance (up to 4 pixels) - Split conveyor now has reliable alternating output + redstone pulse toggle mode (SPLIT / ALL LEFT / ALL RIGHT) - Split redirection uses per-entity NBT for stable splitting behavior (no more lost items) - Drop conveyors improved insertion detection and trapdoor compatibility - Vertical conveyors now correctly render bottom belt/wall connections when appropriate - Vertical upward push logic refined for smoother entity movement and better centering - All covered variants (including vertical & extract) now visually connect properly to adjacent blocks - Consistent magnet suppression / reversion logic across all types prevents item glitches - Better redstone interaction on extractors (unpowered = active extraction) - Player sneaking now reliably stops movement on all conveyors - Improved model cache keys include dye, cover, direction, activity, and extension state Changelog: - Fix CME mixin for Cleanroom again - Fix High Pressure Steam Turbine not rendering rotor - Add AdvanceCokeOven to CokeOven JEI tab - Fixes for extract conveyors - Idle belt entirely when not doing work - Activate belts when entities are on them - Fix excessive model update calls - Add additional features to conveyors - Conveyor optimizations - Fix mixin not applying to split conveyor - Initial commit of optimized conveyors - Build cleanup - Quick formatting fixes - Fix OptiPNG to only run on JAR build - Remove IF from crucible JEI - Missed one for OptiPNG - OptiPNG run - Fix base heater IF value in manual
MCT-ImmersiveTechnology-1.12.2-1.10.192-releaseChangelog: - OptiPNG do not apply lossless - Re-work sounds, this fixes some playing when not active - Mixin to fix IE wire rendering - Re-run less aggressive OptiPNG on all textures
MCT-ImmersiveTechnology-1.12.2-1.10.195-releaseChangelog: - Release build 195 - 1.12.2 is now feature complete, maintenance only - Various language file fixes - Fix baseheater sound keeps playing after finished
MCT-ImmersiveTechnology-1.12.2-1.10.197-releaseChangelog: - Fix item interaction on the stack limiter - Add 4th mode to splitter conveyor it now does both/left/right/stop with redstone pulse - Extract conveyor should not go angled - Dropping conveyor should not rotate vertical |