[MC 1.1.0] Test Release v1.61

    • Official Post

    We want to release this week, probably with some beta tag attached due to the large amount of internal changes.


    Note: All TMI'd el. items won't be charged, regardless of what the charge indicator displays


    Changes v1.60 -> v1.61
    - fix lossless wl. wrench mode not working
    - fix Batpack/Lappack not working properly
    - fix slotClicked crash in the simple el. machine gui (macerator etc.)
    - add charged and discharged items to the creative inventory
    - fix crash when opening CraftGuide
    - fix unreliable upgrade module detection in smp
    - fix mining laser mode setting
    - fix ElectricItem damage value allocation
    - fix nano/quantum suit damage distribution
    - fix ind. diamond -> diamond recipe
    - fix el. jetpack
    - fix BC blueprint bugs


    Changes v1.51 -> v1.60:
    - Port to MC 1.1.0
    - Add Achievements
    - Add overclocker, input transformer and energy storage upgrade modules (item sprites missing atm)
    - Increase default operation length for simple el. machines by 30%
    - Add mushroom TFBP (item sprite missing atm)
    - Add recipe handler to allow crafting electric items from partially charged ingedients
    - Add BC 2.2.x and BC 3.1.x integration sub mods for geothermal piping and blueprint support
    - Add NEI and CraftGuide integration sub mods to display the new recipes
    - Add lossless el. wrench mode (hold M to toggle), 10k EU/op
    - Add horizontal mining laser mode
    - Redo low focus mining laser mode
    - Add el. wrench mode to rotate the target similar to rp2's screwdriver (hold ALT or ALT+shift)
    - Combine all mode switch buttons (mining laser, hover mode) to a single key
    - Better integration of our items into the creative mode list
    - Configurable auto-refill option for painters
    - Deprecated industrial diamonds, the process yields normal diamonds now
    - Add a crafting recipe to convert ind. diamonds to normal ones
    - Painters can now paint wool
    - Increase EU detector cable loss to 0.5 EU/block
    - The Electrolyzer works differently depending on the adjacent storage block
    - More crop enhancements
    - Allow HV transformers to accept arbitrarily large packets
    - Make the explosion code ignore very high resistance blocks
    - Lots of bugfixes
    - Anything I forgot to mention


    Changes v1.50 -> v1.51:
    - Add Al's crops
    - Fix Miner crash
    - Fix CF Pack recipe (hopefully)
    - Fix Machines not reducing the input ItemStack
    - Fix scanner area calculation for negative coordinates


    Changes v1.45 -> v1.50:
    - Storage blocks don't emit redstone power anymore by default due to interference with nearby transformers. The plan is to add a button to the GUI which allows different modes, e.g. emit redstone if full, emit redstone if empty, redstone = switch output off, redstone = switch output off until full (old behavior).
    - New config setting to disable ore and rubber tree generation
    - Major internal changes, shouldn't be visible to the users


    This might corrupt your worlds, create a backup before.


    Client: http://player.to/ic2/dev/industrialcraft-2-client_1.61.jar
    Server: http://player.to/ic2/dev/industrialcraft-2-server_1.61.jar

  • the new plant ferru , i manage to have it grow to final phase (iron ore under it?) , but always fail to harvest with right click. No drops. The chance of it dropping the seed (left click) is also almost never.

    Please ignore this floating platform with 10,000 solar panels. Nothing to see here.

    • Official Post

    the new plant ferru , i manage to have it grow to final phase (iron ore under it?) , but always fail to harvest with right click. No drops. The chance of it dropping the seed (left click) is also almost never.


    Drop rate for gain is extremely low. Will be increased again after i implemented Metal Petals (1/4th of Iron dust each). currently it drops Iron Dust with a 75% reduced chance instead.


    Did you pick the plant while it was fully grown? Picking un-grown plants has a big minus on dropping seeds.

  • Drop rate for gain is extremely low. Will be increased again after i implemented Metal Petals (1/4th of Iron dust each). currently it drops Iron Dust with a 75% reduced chance instead.


    As a suggestion, how about having them drop "small pile of iron dust" of at a 50% reduced rate instead? (until the petals are inplemented of course) Since they are already in IC as a product of mixing 9 copper and tin dust and it takes 2 of them to make one iron dust.