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RFTools Changelog 1.10.2
McJty edited this page Nov 19, 2016
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- Fixed bug with the new block protector code
- Fixed crash with placing new elevator blocks
- Added some protection for invalid itemstacks to the storage scanner
- The storage screen module now works over different dimensions
- RFTools blocks protected by the block protector are now also protected from the wither's force to simply break through blocks. This should also protect these blocks from the enderdragon. Noe that this is not true for other blocks protected by the block protector. The block protector can still only protect blocks from harvesting and regular explosions. Not from the enderdragon or wither trying to break through.
- Tansheron added a new mode to the sensor to allow it to detect fluids. When in 'block' mode the sensor will no longer pick up fluids. Keep that in mind!
- Kayila fixed the spawner so that it can now spawn functioning Ender Dragons.
- KFGL changed syringe tooltip to show correct info when it has Zombie Pigman essence
- Changed the sides of the power relay to 'L' (left), 'R' (right) and 'B' (back) to be less confusing
- It is now possible to name elevators and these will be used in the elevator module. It is still possible to override that in the module for the first 8 levels
- Added a new mechanic for looting with shields. Insert dimensional shards in the new slot to get the shield to do looting 3 (configurable). Be sure to enable 'player' damage type for this
- Fixed the builder so it can pump up modded liquids again.
- Fixed the item filter so that it no longer matches on 'null' stacks. That should fix the problem where the builder (with a filter card in it) was still voiding/replacing with dirty liquid source blocks
- Fixed a problem with some unplacable blocks which the builder tried to place anyway. For seeds, cakes, and skulls (like wither skulls) the builder will now actually correctly attempt to place them.
- Wuerfel21 Fixed confusing German translation error. Redstone Reciever and Transmitter had swapped translations
- Coal blocks will now also work in the coal generator
- Fixed a scrollbar issue when there are a lot of items in the modular storage, you are scrolled to the end and searching something that has few items
- Jonathan Cardoso Machado fixed Brazilian translation
- Removed the distance limitation for the screen control module (when used in a screen). It was not supposed to have such a limitation
- Added some protection to the machine information screen module for out of bound tags
- The power relay has been fixed so it also works correctly with forge energy (RF was fine)
- The power relay shows (in The One Probe) the average RF/t input and output for the last two seconds. This information is also given to the MachineInformation screen module
- The powercell now also implements MachineInformation for the screen moduleThe One Probe will show RF/t input/output for the last two seconds
- For big screens containing the storage module the WAILA and TOP tooltips were incorrect for the extended sections of the screen.
- Fixed a bug in the storage scanner counting system in combination with remote storage. It would not detect that the number had changed
- New config option to disallow invisible shields
- Several Builder fixes and improvements:
- The Builder/pump will no longer consider flowing liquids as source blocks and so will no longer be a source of infinite lava
- The Builder/pump will actually consume power now (cheaty cheaty)
- By default the Builder will now quarry tile entities too! The old config option has been removed and a new one has been added so that you can disable this if really needed. However, tile entity harvesting should be safe and will go through the needed hoops to get all the drops. It is able to successfully pick up blocks that retain their contents and put the resulting item in the chest. Placing that item in the world later will correctly restore the tile entity. If a normal vanilla chest is harvested then the contents will drop on the ground though. Keep that in mind.
- The builder in copy mode (with space card) and in build mode (with a normal shape card) will now correctly use the item in the input chest including all NBT data that is relevant for the resulting tile entity. Previously if you put (for example) a modular storage chest with a lot of items in it in the input chest (in item form) then it would consume that modular storage and place it empty in the world. Not any more.
- Fixed a serious duping bug in the builder in combination with the crafter on top
- tansheron made logic gates work correctly when there is a bend in the redstone leading to any of their inputs (refers to McJty/RFTools#785)
- The builder whitelist system was broken. Fixed it again so that the builder can again move most vanilla, rftools and enderio blocks. By default the mode is still whitelist which means that many blocks that might be movable will not be marked as such for safety reasons
- Implemented a slightly safer way to move tile entities with the builder
- Changed the color of power supporting blocks from red to yellow to distinguish it more from the hilighted block color (rf network monitor)
- The builder with space card and copy mode would not consume items from the bottom chest. Only the top chest
- Copy of blocks with the builder is now more correct and supports tile entities too if they are placed in the building chest
- Silk touch quarry will now also work with the filter
- Added the ability to remove inventories from the storage scanner
- Fixed client side desync with WAILA tooltip for redstone transmitter/receiver. TOP was ok
- Matter beamers will not consume the material if the spawner does not support it
- Infusing the matter beamer will now mean reduced material consumption
- The powercell and coal generator can now charge items with forge energy
- The powercell can now directly receive forge energy
- Charged porter and tablet now support being charged with forge energy
- Fixed time calculation in the clock module which was slightly wrong due to a wrong interpretation of celestial angle
- Fixed rendering issue (could corrupt your hand)
- With the network monitor in your hand you can now see how much RF (or forge energy) is in nearby blocks:
- Screens can how be fullbright in the dark:
- New HUD display on top of builder showing what it is currently doing:
- To help with debugging the endergenic powergenerator you can also see a HUD above them if you hold your wrench:
- Builder improvements:
- The Builder has a new 'pump' card with which you can pump liquids into two separate tanks (one on top and one on the bottom). By doing that it can support up to pumping two liquids at once. The default pump card replaces with dirt to avoid block updates. There is also a clearing variant.
- The Builder now supports the standard item filter that is already supported by the crafter and the storage system. This works in combination with the void and quarry cards and allows you to restrict what the builder will work on:
- Various:
- Fixed a bug with huge screens disappearing if you would look at the lower side of it (and the top wasn't visible)
- Old feature: sneak right click with a filter on an inventory will copy the contents of that inventory to the filter. That is still there. However, if you now sneak right click with a filter on any other block then that block will be added to the filter. Handy in case you want to add ores to the filter that you cannot pick up yet (no silk touch)
- Fixed a bug that could cause the storage scanner to crash client-side if you were very fast
- Changed the line in the gui of the storage scanner to hopefully make it more clear that you can click that line too
- By default storage scanner will now view all starred inventories. You can get the old behaviour back by setting hilightStarredOnGuiOpen to false
- By default storage scanner will now request items directly into the players inventory instead of the output slot. This can be configured to act like before by setting requestStraightToInventory to false
- Removed a bunch of unneeded pushAttrib/popAttrib calls. This could cause render issues with Draconic Evolution
- Added a server side test so that the teleporter probe cannot be used client-side only
- Added a new simple powercell that can be crafted without prismarine and emeralds
- Fixed a bug with elevator screen modules having a max y range of 64
- Fixed crash when storage filter is removed from hotbar while gui is open
- Fixed a problem with the max storage size not updating correctly when cycling between different storage modules on a tablet linked to a remote storage block
- Fixed searching in the storage scanner so that 'RED' will highlight the inventories with redstone AND also actually find redstone in the list of items
- Fixed a possible crash with the syringe
- Small typo in manual
- Support for Forge Units
- Added more protection for disappearing players during teleportation
- Fixed integers in screen modules being set correctly when first opened
- Added a Storage Scanner API for RFTools Control
- Another charged porter bugfix attempt
- Cleaned up too much code yesterday and broke the environmental controller as well as the elevator by doing that
- Rewrote the charged porter teleportation code. It no longer uses capabilities but instead a timer on the item itself. That should avoid all weird issues with teleportation cross dimension and is more robust in any case
- Fixed a possible CME when using the charged porter to teleport between dimensions. Finally!!!
- Fixed an item deletion bug that could occur when trying to upgrade a storage module from within the crafting grid of a modular storage block
- Fixed the shield from destroying blocks when it was turned on/off and those blocks were in the way
- The elevator will no longer destroy blocks that are in the way of where the platform will go. However it will not form the platform block there which means that one block is lost there
- The storage scanner will no longer recognize or try to work with itself or other storage scanners to prevent dupes and bugs with that
- Fixed a problem with the storage scanner crafter if there were empty routable inventories. These would stop the scanner from searching in other inventories below that one (affected the crafting grid only)
- Fixed a problem where replacing the syringe in the spawner would not clear the materials. That way you could bypass expensive materials (like netherstars)
- The gui of the current value of the counter was not correct (it didn't show up to date value)
- It is now possible to set the contents of the item filter by sneak-right clicking it on an inventory
- Added two hotkeys to cycle between charged porter destinations (default ( and ) )
- Doubled the amount of destinations for the advanced charged porter (now at 8)
- Added protection (with logging) to fluid and item detection (capabilities) so that passing 'null' to the side is safe now in all cases. It will report the offending block to the log. This will make sure that worlds don't break seemingly because of RFTools but actually caused by another mod handling capabilities wrong (yes, facing null is allowed for getCapability and hasCapability!)
- Fixed a bug in the redstone transmitter block that could cause errors when chunks were loaded/unloaded or game was saved/reloaded
- The redstone mode button in the GUI of the crafter was not working
- Small optimization with redstone gates. Only notify the neighbouring block that has to be notified
- Fixed all item models to look much nicer now while holding them in your hand
- Added a 'whooshMessage' config option so that you can disable this
- Got updated Chinese translation from Ayasaki
- The liquid monitor block now also supports the new fluid capabilities which makes it work again for the latest Deep Resonance
- The fluid screen module also supports fluid capabilities now
- Fixed a bug in the remote storage which didn't properly allow for remote insertion of items (via tablet) anymore.
- The sensor box didn't have a correct area for detecting players/mobs/entities. Specifically it only managed to detect entities one block before the sensor. This is now fixed and also optimized a bit
- Storage Scanner changes:
- Changed double click to single click for the storage scanner gui (for requesting items)
- There is a new 'star' button left from the import slot. By default this is enabled which means that items you insert into that slot will go to the first available routable inventory (inventory marked with the same yellow star). This ignores whatever inventory you have currently selected in the GUI. However, if you disable the star then inserted items will go into the current selected inventory instead. Note that automation will always insert through the routable inventories as the concept of selected inventory doesn't exist there (i.e. when you insert items directly in the storage scanner with a hopper)
- Technical note: there are actually two insertion slots in the storage scanner inventory now. One is accessible through the GUI and will allow insertion to the selected inventory and the other slot is only accessible with automation (hoppers and such) and will always go to the first available routable inventory
- Viewing a storage scanner remotely (storage terminal or tablet) will now also show the RF bar.
- Fixed the item handlers of several blocks to correctly disallow insertion of certain items in certain slots. Without this it was possible to have items deleted using the storage scanner (also with a hopper). The blocks that have been fixed this way are: crafter, remote storage block, builder, machine infuser, inventory checker, item filter, sensor, powercell, shield, level emitter and the storage terminal.
- Fixed a bug where the storage scanner forgot to persist the input/ouput slots. This was rarely an issue unless you left something in those slots.
- Fixed a critical bug in remote storage which could in some cases (for example when using the new crafter grid in the modular storage) cause items to be destroyed
- Added protection for the matter transmitter crashing when a player disconnects while in the beam
- Added safety for player bounding box being null. Shouldn't be possible but at BTM everything is possible
- Fixed the space chamber card gui so that it shows better information and no longer crashes in some cases
- Fixed a problem with (elevator) buttons on large screens sometimes not working if you click on the 'dummy' screen part (i.e. the top-left screen is the real screen and the rest are dummies)
- Added diagnostics to the builder in case it finds a block that returns invalid itemstacks (null items). That way the quarry no longer crashes but dumps info on screen and in the log
- Fixed a bug in the environmental controller with both the peaceful and the no teleport modules where they would fail to turn themselves off if the module was removed/deactivated
- The endergenic generator no longer causes a block rerender when a pearl flash (red/white) occurs
- Added a new lag-free lossless redstone wire logic block
- Fixed another interaction problem with compacting storage drawers where it could happen that all items in the drawer was lost when trying to access it through the storage scanner and the crafting grid in that scanner
- Fixes for IToolHammer API. This should fix wrench issues with rftools blocks. Needs latest McJtyLib 1.9.9
- Big optimization and cleanup of redstone handling. All logic blocks (timer, sequencer, logic gate, ...) as well as the liquid and RF monitor and the elevator now have much more optimal code to set redstone output. It will no longer trigger a client rerender
- Fixed a problem with item duping with storage scanner and storage drawers. This bug was caused bye a wrong assumption on how itemhandler extraction works. The new code is more robust and safer in any case
- The Builder will no longer discard items when it has no suitable inventory on top or below it. Due to a bug in McJtyLib it would keep on working as a quarry and simply discard all quarried items. With the new McJtyLib the Builder will properly pause if there is no inventory on top or below (or if there is not enough room). Requires McJtyLib 1.9.8
- Changed the default for autofocusSearch to false for modular storage. That means that (if you clear the rftools config) the search bar for modular storage will no longer be automatically selected
- Changed the default for clearSearchOnOpen to true for modular storage. That means that the search bar will be cleared if you close and reopen the modular storage GUI
- Important: Fundamentally changed how the GUI of the crafter works so that it works better with JEI integration. To edit a recipe you now have to double click. Single clicking the recipe list has no effect. Also changing settings on a recipe (including the 'Ext' and 'All' buttons) now require you to press 'Apply' before they are saved
- Fixed a bug in the crafter where it would craft recipes that require exact metadata but the crafter would still allow it to craft with items using other metadata. So for example if a recipe needed ink sacs then it would also work with lapis
- Increased the bonus you get from a fully infused endergenic generator a bit
- Fixed a problem with test-crafting in crafting grid also matching for non-exact items but still failing to craft
- Fixed wrong colors in elevator tooltip
- Made the button, dump, elevator, and storage control modules more userfriendly. When you forget to link them and then try to use them they will give a warning
- Added creative screens that consume no power and don't need a screen controller
- Protect the powercell from crashing when next to EnderIO capacitor (was actually also fixed in EnderIO, double fixing a bug!)
- The powercell, coal generator, endergenic, and power relay now enforce the RF push behaviour by no longer allowing extraction of power. These blocks will push the power to whatever needs it
- Inari made interactive screens usable in creative. i.e. you can use the storage control module, the elevator module, the button and the dump modules now
- Some storage scanner improvements:
- Itemstacks are now grouped into bigger stacks. So all cobblestone (for example) will show up as a single stack with a big number
- There is no a line in the scanner gui. Selecting this will show all items in all starred (routable) inventories at the same time
- When searching items the items that don't match the search will not be shown in the list
- Many logic blocks show more state information in their TOP display
- When sneaking the sequencer shows the grid larger and with the current bit selected
- Fixed an issue with modular storage exposing the module slots to automation. Needs new McJtyLib 1.9.6
- Fixed depth buffer not being reset correctly with the inventory modules. This caused other screen modules (like buttons) to be visible through walls
- Fixed JEI support for the tablet + storage scanner combination. All other JEI support integration was still ok though
- New Dump screen module for mass dumping into a storage scanner
- New level emitter to count items in your entire storage
- Fixed a mapping issue with markDirty() in the TileEntity and markDirty() in the CraftingGridProvider. This could cause non-fatal crashes
- Fixed a problem with crafting grid slots being misplaced in the modular storage if the font size is small
- Implemented a new storage terminal that can also use a storage control module to gain access to a linked storage scanner remotely
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Screen changes:
- Made screen interaction (for storage + buttons) slightly faster
- The screen controller range is now a 64x64x64 cube instead of 64x32x64
- It is now possible to setup a storage control module directly by clicking items into empty slots. No need to open the GUI for this
- The storage control module now has an oredict option. Enabling that will allow you to insert (for example) different variants of copper through one slot
- Screen modules can now show tooltips specific to the module. WAILA and TOP supports this for the storage control module so that you can see what item you are looking at
- Only show RF/t in probe in extended mode (sneaking)
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Storage changes:
- The storage control module screen module can now also be combined with a storage tablet (put tablet + module in crafting grid) for remote access. For as long as the linked storage scanner is chunk loaded (or within range) you can access everything that is accessible from that scanner with that
- Storage modules can be named in anvil (that was already possible). The storage scanner as well as the WAILA/TOP tooltips for modular storage blocks will now show that name so that you can find the right storage block more easily
- The tooltip for the dimension control button in the remote storage block has improved a bit
- If you have a tablet with a storage module in it then opening that will have working tooltips for the items in the list (just like the tooltips you get when opening the regular modular storage GUI)
- Many improvements to the storage scanner:
- The GUI has been improved to allow more visible items as well as more visible inventories. Tooltips are used to clarify what an inventory is
- In addition to the 'U' and 'D' buttons (to move an inventory up or down) there are now also 'T' and 'B' buttons (top and bottom) to move an inventory all the way up or down
- The list of items is much cleaner now and allows for single item interaction (selecting an item no longer selects the entire line)
- The list of items shows correct item tooltips now in addition to some scanner specific help on how to request that item
- Double click requests an item stack (like it did before), Shift double click requests a single item
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- New crafting grid support for modular storage blocks, the storage tablet and the storage scanner:
- This grid is a side window on the left
- It can remember 6 recipes. these are stored in the tablet/modular storage block or in the storage scanner block (also when combined with a tablet)
- It has four buttons to craft items (1, 4, 8 or stack). If you press such a button it will try to craft that many items given what is available in your inventory and also in the block that you are viewing. If this is a storage scanner it will try to use items out of all routable (marked with the star) inventories
- Hovering your mouse over such a button will highlight (in red) the items that are missing to do that crafting operation
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Crafter changes:
- The auto crafter now correctly works with getRemainingItems() which is the new vanilla way to handle containers or items that remain after crafting. By supporting this properly dupes (with Reliquary for example) and item deleting (with Chisel & Bits for example) have been fixed
- The ghost slots in the crafter no longer get cleared when changing recipe settings
- Support for new ExtC mode in the crafter. In this mode it will place the craft result in the output buffer but all intermediates (buckets, whatever) it will keep in the internal inventory
- The crafter now also supports meta better for recipes
- The crafter is now more flexible and will try out more possible items to find a working recipe
- Implemented JEI integration for the crafter. This means you can now click recipes into the grid automatically
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Elevator changes:
- Elevator blocks now gives a redstone signal at its back when there is a platform there
- The elevator no longer disappears when moving over great distances
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Various:
- Note: McJtyLib 1.9.4 is required (1.9.4 stands for McJtyLib version, not MC version!)
- Added a check to the inventory checker in case a block has a wrong capability implementation. This prevents crashes with older versions of the blood magic altar which didn't support this properly
- Fixed a problem in the One Probe support for the matter transmitter
- Extended the item filter with 12 more items (total 30 items in the filter now)
- The /rftcfg and /rftdb commands are back so it is again possible to remove the buff bar from the commandline (/rftcfg buffs -1 -1)
- Doubled the default powercell capability (from 500000 to 1000000 and from 2M to 4M for the advanced powercell) because the default was a bit too low given the high cost and difficulty of the powercell
- Power consumption for the elevator has changed. It is now based on traveled distance and checked at the beginning of the operation. That way the elevator will no longer get in a weird status when it runs out of power while moving
- Added more debugging options for TOP display for the endergenic generator
- Support for TOP for the sequencer and the ender monitor
- Fixed a bug with the ender monitor block not working when it was placed vertically on top of the endergenic generator
- Fixed an issue with the logic blocks sometimes trying to access properties on air. This could cause rare and non-reproducable client-side crashes
- For The One Probe the endergenic generator will now give better statistics
- New solid top and bottom dome shapes for the builder (non solid versions already existed)
- Fixed collision for logic blocks so they have proper collision detection and you no longer get hurt when walking into them
- Added protection for the situation where you have the storage tablet open and somehow it gets removed from your hand
- Bringing back achievements from the 1.7.10 version and also added several new ones. This also fixes a crash with the achievements page
- Added a new sensor block that can detect blocks being placed, crops grown to a certain level as well as count all kinds of entities
- Cleaned up the logic block code. Moving things around
- Fixed a problem in the builder in quarry mode. It would cause issues with Extra Utilities but it could just as well have crashed with ores from other mods too
- Added a few extra items to the living matter table for the spawner (like reeds). To get this to work you have to let RFTools regenerate its config file though.
- TOP and WAILA tooltips for the spawner now round the matter numbers for a nicer display
- New inventory checker logic block that can emit a redstone signal if an inventory has a certain number of an item in a slot. It can check for any item or a specific item. With or without exact meta value matching and with or without ore dictionary matching.
- Better machine relay textures. For some reason these were still using the old format
- Favorite destinations are now remembered when you die
- Fixed shield collision detection. You could (for example) not walk on a solid shield anymore
- Fixed a crash when right clicking an inventory module on something that is not a tile entity
- The inventory plus module now supports item handlers. This was forgotten
- RFTools has been ported to McJtyLib 1.9.0 which brings many cleanups and changes. So don't forget to upgrade to that version!
- Some localization fixes and less chance of locale collisions with other mods
- The coal generator can now optionally reactor to a redstone signal
- Improved the spawner GUI. It will now also show the current level of mater (just like the WAILA or TOP tooltips do)
- Improved server/client efficiency of the spawner. It will no longer force a block render update everytime that the amount of matter changes
- The builder will now properly call the block harvest event so that other mods can correctly influence the drops
- It is no longer possible to harvest builder support blocks with silk touch
- Added a new config option to let the quarry replace with cobblestone instead of dirt
- Fixed an accidental hard dependency on The One Probe
- Vazkii fixed the wrench model so it looks proper when holding it in hand
- Fixed item model for the modular storage tablet
- Fixed a problem with the modular storage tablet gui being broken (caused client side crash)
- Fixed and sanitized the modular storage system. Both remote and local storage work fine now (remote storage was broken in 4.49)
- Important: this version needs McJtyLib 1.8.7!
- Fixed a problem with elevators on client side which could cause crashes in rare cases
- The modular storage block and shield system are now a lot more efficient with regards to server->client network traffic by only sending the information to the client that is needed. In the case of the modular storage block that means that the entire inventory of the block is no longer sent to the client whenever the client has to update the block and the same goes for the shield. For the shield this has the additional benefit that it will no longer be possible to overflow network packages by making huge shields. This is a pretty involved change that could cause client desync problems if I did things wrong. I couldn't find any issues but if it suddenly looks as if you your modular storage no longer has items (should be only client side) then please let me know.
- Fixed all RFTools block to properly sync when the chunk is loaded. That means that modular storage will immediatelly show the contents bar and not only after opening the inventory and the same for many other blocks.
- Fixed redstone logic for all RFTools blocks which was completely broken in 1.9.4. This could even cause rftools to crash (for example, if placing a pearl injector next to an endergenic generator).
- All RFTools blocks now have proper The One Probe integration so they show at least the same information as WAILA does.
RFTools by McJty is licensed under the MIT License.
Overview
General Items
- Manual
- Dimension Manual
- RF Network Monitor
- Teleporter Probe (Admin-only)
- Developers Delight (Creative)
Blocks
- Machine Frame
- RF Monitor
- Liquid Monitor
- Crafter
- Storage Scanner
- Power Relay
- Item Filter
- Cosmetic Blocks
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