Note: After updating to this version, keep in mind to visit all of your dimensions that contain celestial gateways in them again before they can continue to work properly. This is due to the new loading mechanism/filter.
Shift-right-clicking a crystal lens or prism will now unlink it from all destinations instantly.
The Grindstone now can be emptied with shift-right-click while having item in offhand.
Fixed random-bounding issues with several ritual effects.
Fixed issues with crafttweaker recipe removals not removing recipes.
Fixed minor crafttweaker method naming typos (the old methods still remain btw, so you don't have to change stuff).
Fixed evorsio ritual breaking its own anchor-block when not yet linked.
Fixed bleeding perk applying itself to the player who causes the bleeding.
Allowed for journal item-lookup to redirect to the exact same page.
Fixed lightbeam vanishing when worlds don't unload correctly (should hopefully fix that weird bug where lightbeams randomly vanish thanks to certain chunkloading mods that don't wanna fix their stuff on their end).
Fixed altar slots for higher tiers being accessible even if the altar is on a lower tier.
Fixed treasue shrine crash if there's no stronghold in the world and/or the worldprovider doesn't handle the lookup properly.
Fixed chalices sometimes randomly stopping their interactions.
Fixed ritual pedestal sometimes losing its lens-positions for no apparent reason.
Fixed ritual pedestal not stopping its effect after removing the catalyst crystal.
Fixed ritual pedestal constant-effects not working properly (i.e. lucerna) and stacking-effects of certain rituals not working as intended (i.e. discidia).
Fixed 2 constellation papers occasionally assigning itself twice to the same constellations if picked up in very quick succession.
Fixed gateway cache only loading worlds that previously got a gateway loaded in them.
Fixed teleport-event not firing for gateway teleportation.
Fixed incompatibility with universal remote's player override.
Added a missing check, to confirm starlight transmutation actually transmutes the correct block into the desired result shortly before doing so.
Fixed aevitas-breedables crashing with animania animals.
Fixed rendering of e.g. Botania and some other TESRs.
Added rendering of TileEntities/TESRs in Recipes.
Fixed rendering of TE machines breaking if they are first seen in a Machine View.
Fixed Machine View rendering when some types of mobs are present.
Added command to copy the currently held item to the clipboard. This is useful when creating custom recipes for items containing NBT data etc.
Added the ability to specify these kind of stacks in the first place.
Copying the shape of new recipes to the clipboard has been reworked and now accounts for Tile Entity data: You might need to recreate your recipes containing Tile Entities, sorry about that. But they render now, which is nice :)
Example Recipes with some of the new features mentioned here are included, but disabled.
Recipes are now being rendered using GL display lists significantly improving performance. The same method is used when rendering recipes in JEI and during crafting operations.
Added Raw Tofuduck (makes 5; takes toolCuttingboard, foodFirmtofu, cropSeaweed, bread, cropSpiceleaf) and Cooked Tofuduck.
Added Pork Rinds and Cracklins (uses materialPigskin from Pam's Pig Skin, recipes will still show up without said mod but won't be craftable without the mod installed).
Added a new config, smeltsquidintocookedFish: defaults to false; enable to have raw calamari smelt into cooked fish instead.
Added a new Item: Garlic Coin
Made with one garlic and one gold nugget, can be set as currency for the Market/Shipping Bin. (by default, it sets Market currency to 8)
Removed the recipe for Cooked Grub (it's now smelted, like all other cooked meals).
"Green Heart Fish" can now be smelted to cooked fish.
All bait recipes are now 3 string, 1 item = 4 bait, to make them more worthwhile.
Raw Tofurkey now uses bread's OreDictionary label in its recipe, now makes 5.
AGE is now CROPS_AGE, in order to fix issues with Hunger Overhaul.
Fixed: All beekeeping config options should now show up properly under Beekeeping label and work correctly.
The Emperor Chalice can now fill and empty vanilla cauldrons.
Potion map parser now checks the format of entries in the config, and logs incorrect entries with a helpful message.
Fixed a dupe bug for mob charms that was possible because multiple Charm belts used to stack. now they are no longer going to stack.
Fixed blacklist of entities for both interdiction torch and rending gale.
Fixed issues with shots sometimes staying alive way too long - one issue with them not being set to dead when they hit ground and the other with the maximum live duration where they would be able to get into unloaded chunks.
Fixed glowstone and gunpowder witch hat recipes to not be mirrored and take over the recipe of one another based on recipe load order.
Changed from snow_layer to just snow block as a based of particles for rending gale and shears of winter. Hopefully fixes crashes some people had related to these.
Screens can now be placed facing up and down, and they can still be placed to face any of north/south/east/west while facing up or down.
Filled syringes will now be returned as empty syringes when used in crafting.
Creative screens can now connect to screen controllers if one of their modules needs it (like computer screen modules do). They still won’t consume power.
Made the machine base and wire block crafting recipes work anywhere in the crafting grid.
Converted to Minecraft’s new resource format (version 3).
Made pick block, WAILA, and TOP handle large screens correctly.
Renamed a lot of things called “modules” to make it more clear what they’re each for.
Documented the computer screen module.
Made the builder play the correct sounds for blocks with state-sensitive sounds.
Added arrows to show which side the ender monitor, inventory checker, and sensor get their inputs from.
Fixed newly-placed blocks not recognizing pre-existing redstone signals until they received a block update.
Fixed dialing devices always showing up as dialed.
Fixed blocks briefly facing the wrong direction upon being placed.
Fixed startup logspam about OBJ models.
Fixed typos and errors in the manual.
Fixed the builder playing blocks’ break sounds instead of their place sounds when placing them.
Did a couple bugfixes related with placement of logic blocks.
Floating: this landscape type generates floating islands on which cities (buildings and streets) can generate. This landscape type is likely not suitable for general overworld play because villages and strongholds are not generated by default. This profile can be useful to set as a type for the Lost City dimension or for specialized packs.
Cavern: a nether-like world going up to 128 with bedrock on top. Cities generate in big caverns. This type of map is very dark and dangerous but otherwise useful as a replacement for the overworld. Good luck surviving the first days though.
Space: in this landscape type there are big spheres that generate through the world. These spheres can contain cities (but not always) and can optionally be connected with a monorail system. The landscape outside the spheres can be configured as well. There are three example profiles using this landscape type:
biosphere: spheres containing jungles and cities and the outside world a wasteland with very badly damaged and ruined cities.
space: spheres floating in the void connected with monorails.
waterbubbles: spheres floating in a huge ocean connected with monorails.
New configuration possibilities:
It is now possible to completely disable highways and railways.
There are a few new client side configs for fog density, color and the height of the horizon. These configs only work if the client has Lost Cities installed as well.
Worlds using 'space' landscape type have an optional secondary profile that is used for the outside. That way the landscape in the spheres can be totally different (including different biomes) from the landscape outside.
New configuration options to avoid foliage of all types. You can now avoid mushrooms, flowers, trees, and so on.
New configuration option to avoid the vanilla fossil generation. Useful for void type worlds.
Supports for bridges and highways are optional and disabled in void style worlds.
New asset system options:
The 'dontconnect' meta flag for parts will now also avoid generating doorways for floors that are adjacent to a street outside section or the top of an adjacent building.
It is possible to define predefined spheres and disable the automatic generation of spheres. Useful for modpack makers. Every predefined sphere can have a different set of biomes.
New 'isbuilding', 'issphere', and 'inbiome' conditions. These conditions can be used (for example) to control loot. Using this you can make sure that loot in the wasteland is different from loot in the spheres.
It is now possible to use loot tables on dispeners, hoppers, shulker boxes as well as chests.
It is now possible to use torches or light sources from other mods and have Lost City orient them correctly based on where they are placed.
Added the ability to specify local named palettes in parts now.
Cleanup the palette a bit. All rails are now in a separate palette. Keep this in mind if you were using those in custom assets.
New 'nowater' boolean metadata for parts to make sure the ~ (air/water) never generates water even if under waterlevel. Used to avoid water in monorail system.
Spawns and teleportation:
It is now possible to make sure that players spawn in a certain biome, in a certain predefined bity or in a certain predefined sphere.
When spawning in a void type world Lost Cities will make sure the player spawns on solid ground.
When teleporting to a void type Lost City world (using the bed+skulls system) Lost Cities will find a valid spot to teleport too. In addition Lost Cities will teleport the player back to a spawn bed if it can find one.
Other changes:
Nicer profile selection gui. You can now see a small preview of the world you are about to create as well as a more verbose description.
Better error handling in case chunk generation causes a crash (can be caused by invalid configuration). You get a log entry telling what chunk caused the problem and some information about that chunk.
The API has been expanded with new support for the spheres.
Added more optional torches to park parts to ensure that the new dark level types (like cavern) are a bit more playable.