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Mc1.16/dev #1
TheSilentD3ath
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- completely remade the texture from scratch of both the potato cannon and it's cog - did some slight model tweaks to the potato cannon itself as well - no changes to the animations should be needed
- Set recovery chance for unenchanted Potato Cannons to 0 - Power enchantment on Potato Cannons now scales the damage of the projectile type instead of adding to it - Changed Potato Cannon crafting recipe to better fit the new model
…an now power comparators from the side, like vanilla repeaters already can
Fix valve handles not having a tooltip
- Rotate pipe model in item frames such that they line up when crafting a potato cannon
- Adjust mods.toml version range
- A bunch of dead code removal
- Fixed reversed frequency display of Redstone Links
- When a Lectern Controller that a player is using is broken, they are no longer prevented from using any other Lectern Controllers - Fixed weirdness when activating a Lectern Controller while holding another Linked Controller
- Should fix Mechanical Arm stress usage staying at the old value in worlds created in previous Create versions
- Allow custom light from dual (utility) light method to be applied - Reorganize and rename some members
- add create's panorama as a background for config ui when opened from the main menu - fix panoramas moving at a inconsistent speed - add a optional speed limit to physical floats
- Fixed blocks not updating their neighbors when being assembled into a contraption - Fixed Stockpile Switch not updating its redstone output when its signal is inverted - Reduced lag caused by many active nearby soul particles - The Wither's shield is now immune to potato projectiles - Fixed potato projectile potion effect weirdness - Golden Apple potato projectiles can now cure Zombie Villagers - Potato Recovery will no longer drop Golden Apples that successfully hit an entity
- Copper backtanks can no longer accumulate air pressure when waterlogged - Copper backtanks now emit a comparator output - Removed id prefix requirement for ponder and seq. assembly tooltips #1931 - Improved the odds to succeed of existing sequenced assembly recipes - "junk" -> "salvage"
- Mechanical Arms remember their targets when placed by Schematicannon (for real this time) - Mechanical Arms will now rotate/mirror their targets when rotated/mirrored in a schematic or contraption
- Item texture and particle colors are not final
- Upright items were reflected when rendered on depots - Potato cannon model had itself as parent and faces with invalid texture
- bump version - actually fix ISTER dist issue
- Add in-world toolbox dyeing - Fix toolbox dyeing recipe not keeping stack NBT - Fix toolbox handle rendering on solid layer - Fix shadows for items on belts - Clean up other in-world dyeing and dyed block code
Add Gantry Shaft Impact
Allows generator blocks to output different speeds in different direc…
- move pt_br to correct location - bump version
- Fixed Crafters voiding any inserted items after being moved on a contraption - Fixed Crafters crashing the game after being placed by a Schematicannon - A couple of two-ingredient recipes have been made shapeless - Improved piston/pulley contraption collision with blocks in the world - Fixed pistons/pulley contraptions merging into world blocks when disassembling shortly after loaded in - Added jei support for toolbox colouring recipes - Disabled item shadows on belts - Toolbox radial can now be navigated using hotbar shortcuts - Toolbox radial now steps back when right-clicked - Toolbox radial now immediately opens the multi-toolbox view when right-clicking the central "unequip" button - Fixed hidden slots visible in toolbox screen in some gui scales - Toolbox sorting in the radial menu is now deterministic - Fixed Toolboxes not always updating their inventory state to clients - Shulker boxes can no longer be placed inside toolboxes - Fixed potion fluids not displaying their full name in jei - Fixed JEI showing all potion recipes when looking up a specific one
- Fixed piston/pulleys moving before their attached entity is loaded - Recipes with an id suffixed "_manual_only" are now ignored in auto-shaped, auto-shapeless and auto-cutting processing features - Fixed pipes spawning particles at connections between chunks - Fixed pipes not initialising target fluid holders properly when the source is loaded in first - Fixed encased fluid pipes not updating flows when neighbouring blocks change - Fixed fluid pipes not updating flows when adjacent block changes from fluid to block
- Fixed Contraptions being affected by Weighted Ejectors
- Fixed Chutes spilling items when inserting into disconnected storage interfaces - Blaze Burners can now be picked up using the Wrench - Additional safety checks from random crash reports
- Moved fluid update fix from encased pipes to all pipes
- Better visibility for low/half amounts of fluids in basins - Fixed Mechanical Press head getting stuck in extended position when off-screened or when its basin changes - Added processingTime support to mixing recipes (defaults to 100) - Fixed Basin recipes with fluid output not starting when targeted output inventory supports items only - Fixed item extraction from create creating stacks of unstackable items when source inventory allows stacking them (Storage Drawers) - Fixed Deployers not having a valid item capability when asked before their first tick - Fixed Mechanical Crafting recipes able to be automated via packing
- Fixed fluid networks losing fluids when extracted amount is lower than a pumps transfer speed - Fixed JEI plugin claiming that some occultism's ritual recipes work in a compacter - Fixed press/deployer/spout failing to process a belt item when another item is processed simultaneously further down the belt
Fix de_DE controller rail translation
Fix BasinInventory compatability with ItemHandlerHelper
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