Changelog
WARNING
Items will not migrate over from 1.17 or before due to the mod-id changing to ae2 in this release, and fully unifying fluid/item machines.
More in-depth release notes will follow in a later release (probably in the beta).
Channel Modes
This alpha version introduces new options to change how AE2 channels behave in your world. There's a new configuration option in the general section (channels) which controls this option, and a new in-game comman for operators to change the mode and the config from inside the game. The command is /ae2 channelmode <mode>
to change it and /ae2 channelmode
to show the current mode. When the mode is changed in-game, all existing grids will reboot and use the new mode immediately.
Available modes:
default
The standard mode with the known channel capacities of cable and ad-hoc networksx2
All channel capacities are doubled (16 on normal cable, 64 on dense cable, ad-hoc networks support 16 channels)x3
All channel capacities are tripled (24 on normal cable, 92 on dense cable, ad-hoc networks support 24 channels)x4
All channel capacities are quadrupled (32 on normal cable, 128 on dense cable, ad-hoc networks support 32 channels)infinite
All channel restrictions are removed. Controllers still reduce the power consumption of grids significantly. Smart cables will only toggle between completely off (no channels carried) and completely on (1 or more channels carried).
This resurrects and improves upon the option that was available before 1.15 and introduces better options for players that just want a little more laid back gameplay but don't want the mechanic to be removed entirely.
Since this option is brand new, we'd appreciate intense testing of it. Please report and issues you might find on our GitHub / Discord.
Fixes
- [Forge] Fix recipe for copying silicon plates (#5796)
- Fix pattern provider not displaying where it is pointing if it is made directional with a wrench
- Fix disassembly of fluid cells returning an item instead of a fluid cell housing (#5808, thanks ramidzkh!)
- Fixes various ticking issues with AE2 machines, primarily machines waking up potentially preventing other machines from ticking for some time. (Use a debug card in your off-hand to see the ticking behavior of AE2 machines in WTHIT/Jade)
- Fix Import-/Export-Bus Redstone Pulse Behavior. Upon receiving a redstone pulse, the bus will now wake itself up and perform the operation on the next tick. It now correctly remembers that a pulse occured even if it doesn't get a chance to tick before the chunk/world is unloaded. Fixes that buses would mis-interpret a high redstone signal at world load as a pulse
- Fixes the charger always using its minimum tick rate and ignoring the maximum
- Fixes crafting simulation if multiple options to craft the same item exist
- Fixes the matter cannon crashing if it had no ammo when fired (#5806)
- Fixes the matter cannon crashing if fired from a dispenser (#5814)
- Fixes storage and conversion monitors not showing the stored amount and not abbreviating large amounts (#5819)
- Fixes interfaces not moving out items from their storage into the network while waiting for items to craft while using a crafting card upgrade, essentially preventing the crafted items from being inserted (#5803)
- Fixes tooltips saying "JEI" instead of "REI" on Fabric, and renamed "FE P2P Tunnel" to "Energy P2P Tunnel" (#5677)
- Fixes cables attempting to connect through cable anchors/parts to adjacent blocks if the cable anchor/part was placed before the cable (prevent needless network reboot) (#5820)
- Fixes AE2 blocks retaining their configuration when being broken/disassembled, making them unstackable. A memory card must be used instead to copy the config if needed (#5818)
- Fixes a rare problem where opening an AE2 screen would leave a zombie screen open if the block was already removed on the client before the screen actually got a chance to open. This fixes a crash when certain other mods were used (seamless_loading_screen). AE2 will now log a message sooner and close the screen server-side. (#5642)
Changes
- Introduced more information to WTHIT/Jade when looking at smart cables. For Ad-Hoc Networks, two error states will be shown (Too Many Channels, Nested P2P Tunnel) to explain why an Ad-Hoc network has gone offline. For networks with controllers, it now shows if there are two conflicting controllers on the grid.
- Minimum boot times of networks have been reduced from 20 to 5 ticks. The increase in boot time for additional nodes is still the same.
- During a network boot, 4 steps are now taken per tick instead of 1. This is configurable now in a new config option
pathfindingStepsPerTick
in case you experience severe server-side tick latency when networks reboot - "Partial Plan (Missing Ingredients)" is now shown instead of "Simulation" when auto-crafting cannot be started due to missing items
- Use correct tag for wrenches so wrenches from other mods should now be usable
- Remove spam about data fixers not being registered for AE2 entities (they still aren't, but no more log spam)
- Use the default locale to format storage amounts (mostly affects the decimal point)
API
- [Breaking, API]: Removed InteractionHand from
IPart#onPlacement
andIPartHost#addPart
- [API] TickingRequest now allows the initial tick rate to be specified separately (default is still (min+max)/2)
- [Breaking, API]: Removed the directionality of
IPartHost#hasRedstone
since it wasn't directional internally and just returns if the block the cable is in is receiving a redstone signal. - [Breaking, API]: Some changes to
IAEStackRenderHandler
,AEKeyType
(for custom addon storage types) related to formatting amounts. Formatting is now automatically provided based on the amount per unit (i.e. 1000 for Fluids) and the unit symbol (i.e. 'B' for fluids). - [Internal] Allow SlotSemantic to be used by addons that target AE2's internal classes
- [API] Add
#getMaxChannels
and#getUsedChannels
to IGridNode - [API] Add
#getChannelMode
toIPathingService
to retrieve the current channel mode used for a grid - [API]
PartHelper
now has agetPart
method to more easily get the part attached at a certain position in the world - [Breaking, API] Various changes around
IPart
now being based only around anIPartItem
instance, no longer aroundItemStack
Files
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Release channel
AlphaVersion number
forge-10.0.0-alpha.7Loaders
Game versions
1.18.1Downloads
52Publication date
December 20, 2021 at 5:50 PMPublisher
shartte
Owner