Version 1.5.0.0

From GT New Horizons

Mods

New Mods:

  • Chisel Tones 1.0.3
  • Datrev Scanner Mod 0.5 customized
  • GT++ 1.5.0 Beta

Removed Mods:

  • Binnies Patcher 1.8

Mod Upgrade:

  • Adventurebackpack 0.9gbeta12
  • AE Wireless Crafting Table Mod rv3-1.8.7.4-bigbass-1
  • Biblio Craft 1.11.7
  • Binnies Mods 2.0.16
  • Buildcraft 7.1.22
  • Computronics 1.6.4
  • Electro Magic Tools 1.2.6.5
  • Extra Utilities 1.2.13
  • Galactic Greg 0.9.6
  • Galacticraft 3.0.12.501
  • Gregtech 5.09.31.03
  • GT New Horizons Core Mod 1.4.11
  • Open Security 1.0.102
  • Re Auth 3.5.0
  • Tinkers Gregworks 1.0.17
  • Thaumic Base 1.4.15-0
  • Thaumi Exploration 1.1.67
  • ThaumicTinkerer 2.5.550

Config changes:

  • Ender IO(B:enableWaterFromBottles=false, change Rocket fuel in the Vat to be even with gt recipe)
  • EnhancedLootbags(Changes loot a bit fixing some typos)
  • Gendustry(changed Hell Biomes req. to Boneyards and Under garden Biomes because more common)
  • Gregtech(add realgar small ore to the nether for Silicon wafers(arsenic), changed Oregen on Ceres a bit too much plutonium)
  • Inpure Core(enable Spawner eggs and potions in Nei)
  • Jabba(B:reverseBehaviourClickLeft=true now behavior same then drawers)
  • Microblock(fix "GalaxySpace:ganymedeblocks":0-1)
  • Too much loot(change loot a bit in the Loot games chests 1-4)

Added/Changed Recipes:

  • Advanced Solar Pannels(changed circuit recipes a bit because of the gt circuit update)
  • AE2(changed circuit recipes a bit because of the gt circuit update)
  • AFSU(changed circuit recipes a bit because of the gt circuit update)
  • Avartia(changed circuit recipes a bit because of the gt circuit update)
  • Better Building Wands(fixed a few machine recipes)
  • BoP(Fix a bucket glitch)
  • Blood Arsenal(remove all Blood Infused Tool parts from tico smelter and add it to GT Extruder, Blood Infused recipe moved to Thaumcraft Infusion)
  • Botany(removed a few items from scripts that not exists in the newest version)
  • Buildcraft(changed circuit recipes a bit because of the gt circuit update)
  • Carpenters Blocks(Add more Block recipes)
  • Chisel(Changed/added Endstones variants to chisel)
  • CoreMod(added recipes for the crafting Process for the new Molds(Bolt, Round, LongStick, Stick etc, ufired bricks now in code, circuit recipes removed(Piko and Nano Circuits and Parts, recipe change Potassium Hydroxide)
  • Compact Kinetic Generators(Change Shaft recipes)
  • EnderIO(add new Enderpearl recipes out of Ender fragments in the Autoclave)
  • Extra Cells(changed circuit recipes a bit because of the gt circuit update)
  • Extra Utilities(changed circuit recipes a bit because of the gt circuit update)
  • Forestry(changed circuit and Board recipes a bit because of the gt circuit update)
  • Galacticraft(changed circuit recipes a bit because of the gt circuit update, remove Wafers and add to core mod code)
  • Gendustry(changed circuit recipes a bit because of the gt circuit update)
  • Genetics(changed circuit recipes a bit because of the gt circuit update)
  • Gravisuit(changed circuit recipes a bit because of the gt circuit update, put a few recipes to the core mod code)
  • Gregtech(remove all Mold/Shape recipes from script and add them into Gt Code same for Solar Pannels <500 eu/t, changed Solar recipes in avaritia table and add new circuits)
  • IC2(changed circuit recipes a bit because of the gt circuit update, remove some ic2 recipes, added new recipes for the 4xroods with long sticks out of 1x fuel rods, Quantum Suit now in GT Code, add new recipe for Lapotron Crystal)
  • Jabba(add rubber rounds to the Dolly recipe)
  • Mine and Blade Battlegear(fixed recipes for the new TGregworks version with fix meta ids)
  • Open Blocks(remove Cursor, changed circuit recipes a bit because of the gt circuit update)
  • Open Computers(changed circuit recipes a bit because of the gt circuit update)
  • Open Modular Turrets(changed circuit recipes a bit because of the gt circuit update)
  • Open Peripheral Addons(changed circuit recipes a bit because of the gt circuit update)
  • Pams Harvestcraft(remove Market recipe, add a few missing furnace recipe, add machine recipes for a few items like mayo and ketchup etc, add mixer recipes for all smoothies, changed the way you use salt)
  • Project Red(changed circuit recipes a bit because of the gt circuit update, changed Circuit Plate)
  • Railcraft(put a lot of recipes to the core mod code)
  • RemoteIO(changed circuit recipes a bit because of the gt circuit update)
  • Steve Carts(remove PCBs from recipes)
  • Storage Drawers(removed Compacting Drawers)
  • Tainted Magic(change recipes to be compatible with TGregworks)
  • Thaumcraft(add a recipes for Cinder Pearls)
  • Thaumic Exploration(fixed some bugs in recipes)
  • Tinkers Construct(changed the way Glass are made, Ingot exchange for Cobalt and Manyullyn (GT==Tico))
  • Vanilla MC(way to make Glass was changed, craft Dough with fresh water, Book and Bockshelf have a crafting recipe now)

Code changes:

Core Mod

  • Change the way Lapatron Cystals are made, change Quantum Armor recipes a bit., "Finished" the WorldAccelerator, Add Sand Dust, Prepare a few Item Casings fro the circuit Updater GT 5.09.29.xx, New Circuits recipe now in the core mod, Added Gallium Arsenic to Core mod. Add EBF and Mixer recipes, Added Ic2 Circuits to Quick and Dirty Portal Generator, Wafer GC and Railcraft circuit recipes, Added steve carts circuits pcb, fixed Board recipe because Circuit hast config 0 instead of 1, Add Circuit and Good circuit to Assembly Line, changed circuits in recipes a few tiers down (circuit Update), change Field Generator Recipes, Modular Armor recipes now in the coremod, Quantum Chest plate and Quantum Armor now in core mod code, Fixed Good Circuit using Plastic Plates, More Gallium Arsenide mixer recipes, fixed Quantum Armor Assline recipes, Add Component Enabler Class - GT_CoreModSupport, Add a circuit Board with petro chemy update material, Added new Pipes to Core mod, Add Wrought Iron to the EBF, Add Autoclave recipes for Ender Fragments to Ender Pearls, fixed recipe overlapping from GC Wafers, Add Vent Casing recipe for the Cleanroom, Added Fluid Extractor recipes for LuV-UV, added moltd shaped form recipes to core mod, Add new autoclave recipes for Ender pearls., Add sodium Persulfate as second recipe to Iron 3 chloride, update Assembler have 6 Inputs, pcbs need to be lv so add a assembler recipes for it too., Fixed a bug where Distilleries didn't have a solid output slot, change to match blood, item pipe boxes, Ender IO alloy dusts balance, All Tool parts like Motors and Conveyors have now a Assembler recipe, recipes recipe adjustments, change Quantum be now Nano Circuits for > UV Level, Concrete recipe changes and add own fluid/bucket, add more Board variants, )

Datrev Scanner Mod

  • (Change Boiler recipes, remove Prsopector tool, change recipes from the Scanners

Electro magic Tools

  • change The one Ring, a few fixes

Gregtech

  • Change Energy Crystal recipe a bit, Added a lot of (petro)chemistry stuff, expanded the API Created an adapter class for creating materials. Materials now have bit flags for automatic gas/fluid creation.
  • Added a new convenience method for adding distillery recipes. Recipes now show the exact recipe duration instead of the duration rounded down to the nearest int.
  • Added new Materials with relevant recipes: Acetic Acid, Acetone, Calcium Acetate, Charcoal Byproducts, Carbon, Monoxide, Ethanol, Ethylene, Methanol, Methyl Acetate, Polyvinyl, Acetate, Propene, Sulfuric Ethylene, Vinyl Acetate.Made vinegar visible, Fixed a typo, Added a missing glue recipe, Added recipes for Epichlorohydrin, Enabled solid output for Distilleries, implemented Epoxy Resin / PTFE production Expanded the GregTech API: There is now a convenience method for automatically creating polymerization recipes. Disabled recipes for the Salty Water Potion in favor of a new Salt Water fluid. Slightly nerfed Sulfuric Acid production from Sulfur and Water to make them align with other acids and bases (1 Dust / 1000L Chemical + 1000L Water -> 1000L acid/base), Added additional recipes for acids and bases, Added information on how Heat Capacity surplus influences recipe time, Tweaked Titanium, implemented Silicone and Gunpowder Carbon Monoxide can now be obtained as an optional byproduct from Titaniumtetrachloride production. Added a missing chemical reactor recipe for Gunpowder, Made the centrifuge recipes for ash more realistic, Expanded Charcoal Byproducts, added recipes that produce them, Eliminated rounding errors that caused fuel to burn too shortly The Large Boiler now saves excess fuel between items, greatly improves performance of items like sticks and planks. The Large boiler now stores excess projected EU that is lost when throttling with an integrated circuit, Fix micro recipies, Fix eu consumption absence by AssemblyLine and some clean up, Implemented Nitric Acid, Rocket Fuel, Added new Boards and new fluids, Chem reactors can now output 2 items, implemented recipes for Nitric Acid,added utility methods to get Material cells or integrated circuits, it's now possible to declare a temperature for automatically created fluids / gases, rework circuits Basic and Good, Now more machines need to be in the Clenroom(Cutting Saw, Assembler and Circuit Assembler, Chemical reactor), New recipes, convenience methods, recipe rebalancings Implemented new recipes for Gunpowder, Saltpeter, Sulfuric Acid Gave Sulfur dust a burn value (1600, the same as coal) Made all chemical recipes stoichiometrically correct whenever possible (2 H + 1 O -> 1 H2O instead of 2 H + 1 O -> 3 H2O)
  • Added a convenience method to Materials that lets you get dust succinctly Put all simplified recipe additions in a separate method, the config is still missing, advanced circuits and Transistor changings, changed some png from circuits, more high Tier circuit recipe changes, methods for pipe creation, new plastic pipes, implemented PVC Added a new plastic: Polyvinyl Chloride, currently only used for item pipes Added Polytetrafluoroethylene Fluid Pipes Fixed the number of fluid cells for polymerization, Fixed the default alpha value for the MaterialBuilder class, Oil and pollution overhaul, Added recipes for centrifuging Stone Dust
  • The amount of elements you get from centrifuging is proportional to their mass percentage in the earths continental crust with a tolerance of ~5-20%, Added config for simple chemical recipes and stone dust centifugation, Added molecular formulas for the new materials, added alternative charcoal recipes. Charcoal can now be made by treating Wood Pulp or Sugar with Sulfuric Acid (takes very long, doesn't scale well), Small tweak to Rocket Fuel to ensure that production cost > burn value, EBF 20000K disable auto genned recipe support, Add gem upgrading recipes, Added cableGT16 processing, all Cable recipes changes done
  • Processing ingots= nuggets fix remove gt solar recipes and put them into core mod, Wafer and Circuits get different Textures., Enable materials if coremod is loaded, Expand low grav dimensions, move circuit recipe to core mod, added small and large Spring Shaped crafting, Fixed Gears and Rings, Implemented checkMachine for the LCR, added machine casings, Fix that so pollution is not negative., Added new textures for the LCM, using them now, Fusion Casing 2 craftable, To make Foils you need a Hammer and a Saw now, Powder barrel using Plate Wood, Modular Armor recipes changes, rounds and small spring recipe changed a bit., Added crafting recipes for the LCH, Fix oreProcessing, enable old rubber recipe in the Alloy smelter, Added a new recipe map for the LCR, expanded the API to allow for custom NEI stack positioning. Refactored the name of the Large Boiler Fake Fuels so they're in line with other names. Fixed a bug where the LCM was checking for the wrong casing type, fixed localizers, change pipe meta item id, MetalMixture need EV(Titan Level), change Bronze Multi Boiler recipe back remove Heat Vent recipe and put it in the Core Mod, a few pngs i moved to have the right icons, Enable Natura Wood for Pile Igniter, Add Meta ID check to charcoal pile igniter, added new molds for Stick, round, long stick, ring, bolt, screw, Add Blaze Block, Railcraft recipes to GT Code (alpha machines and beta), Rework Heat Exchanger for 10x boost, Enable ALL components if dreamcraft loaded, Make internal RS reciever work as machine controller cover, Update GT_Cover_PlayerDetector.java, Fix comb processing recipes, new fusin reactor texture, Cleanroom outputs in redstone its cleannes/efficiency., Moved the casing IDs for the Large Chemical Reactor: 14, 15 -> 4, 5 Limited the minimal recipe time for the LCM to 2 ticks to avoid bugs, Added new Ore processing plants 1-4, Oil Cracking Update from Johannes Gaessler, Added 6 Input slots to Assembler Change mv chemical reactor using Glass not Plastic, add Oilcracker Gui with two visual input slots, make reinforced blocks prevent monsterspawns, Made the Cleanroom optional. This disables the Low Grav option if the Cleanroom is disabled., Pollutions gives now fog, Vacuum freezer should be hv age able to crafting. Lower the circuits to advanced, Change Solar Boiler recipe, change Alloy dust recipes from Ender IO, fix vent casing recipe, LCR be cheaper now, Add new Circuit Parts for the crystal prozessor, Casings changed, rework and add the Bricked Blast Furnace and replaced it with the BBF, add Bio Gas back)

Quests changes:

  • Add a new Chapter Space Race Quests for reaching the Moon.
  • Fixed a lot of Quests
  • Balancing Coins you can get from Quests
  • Now all Monster Hunt Quests are repeatable. Normals all 6h(was 24h) Space Monster 12h and Wither 24h.
  • A Rail Quest.
  • Pure Tear Quest now repeatable all 7 days

Version History