Modified changes:
Removed all nether requirements from crafting of basic machines, redstone and cheapest power conduits.
Significantly increased cost of conduits (at least doubled)
- Added fluid support to transceivers
- Liquid conduits now display fluid type.
- SAG Mill recipe updates from Unrepentant-Atheist
- #102 Bucket no longer consumed when lava bucket used in Stirling Gen.
- Added fluid support to transceivers
- Liquid conduits now display fluid type.
- SAG Mill recipe updates from Unrepentant-Atheist
- #102 Bucket no longer consumed when lava bucket used in Stirling Gen.
- Made energy loss, energy up keep and max IO for transceiver configurable. Default is 0 loss, 0.25 upkeep, 256 max IO.
- Merged SAG Mill recipes for railcraft and BoP Bonesegments provided by Unrepentant-Atheist
- #117 fixed
- #100 Added code to make facade hiding compatible with MPS Omni Wrench module.
- #106 Fixed vanishing power when set to 'do not allow input'
- #133 Fixed trivial NPE error.
- #111 Conduits where defaulting to opaque to light when no facade was present.
- #110 Fixed possibility of crash occurring, caused by EIO nuggests being removed in previous version.
- # Fixed missing textures in 1.5.2
#111 Conduits where defaulting to opaque to light when no facade was present.
#110 Fixed possibility of crash occurring. Source of crash was most likely an ID conflict.
Features
- Added 'Dimensional Transceiver'. Similar in functionality to TE tesseract.
Power transfer loss is 10%, liquid transfer to be implemeneted soon.
The block is not correctly balanced at present. The recipe is too cheap and it will probably require continious power to stay open. This will be adressed in the next release.
- Added ability to specify SAG Mill recipes via an XML config file (see config/EnderIoCrusherRecipes.xml for documentation).
Basic recipes for AE, Forestry and IC2 are enabled by default. If you would like recipes for another mods items included by default raise an issue on Github.
- #96 Provided progamtic access to the XML config to other developers / mods to add recipes at runtime.
- Updated and Improved recipes for some machines.
Bugs
- #25 Breaking any of machines gives you the block back in creative
- #40 Stirling gen not filling a TE energy cell
- #70 Performance loss when using Electric Lights
- #78 Light passing through facades
- #88 Forestry's Fermenter not accepting power
- #94 Crash when removing Capacitor Banks
- #99 Lighting issue
- #103 Crash wehn using transciever
#78 Facades no longer allow light through. After being 'hidden' lighting may not be updated correctly until all effected facades have been rendered (i.e. visible on screen). this is not perfect but forcing a full lighting update would be terrible for performance.
#99 Fixed lighting issue caused by not re-enabling light maps.
Refactor of machine recipes to support better multiple outputs and the giving of experience.
Alloy furnace now gives the same experience as a vanilla furnace if items taken manually.