
Crossroads
A tech mod with the goal of making automation interesting. No one block solutions, just simple pieces that combine to make complex contraptions. Crossroads is a mod where you make Rube Goldberg machines, except they're the simplest way to do things.
- Fixed several crashes on dedicated servers
- In multiplayer, numbers will now respect the number-format config option of the player they are being displayed to, rather than the config option of the host.
- Made the number format for integers not show a decimal place.
- Fixed hoppers not being able to insert multiple item types into alchemy blocks
- Fixed a crash on dedicated servers
- Fixed beam cannons rendering the wrong beam length at very short range, increased rendering precision of the beam length
- Cooldown on travelling through gateways now only applies to the gateway you came from, and is now 10 seconds (but instant for transfers to another gateway)
- Fixed items with genetic data not playing nice with other mods
- Gears can now be supported by an axle in the same blockspace
- You can now place a gear directly on an axle by right-clicking the item onto the side of the axle
- Improved how fluid tubes, heat cables, and alchemy conduits get adjusted with a wrench. (This next bit looks like a bunch of word salad clicking rules, but trust me it's pretty intuitive) You now connect/disconnect by shift-clicking the connection with a wrench and change the flow direction (conduits and pipes only) by regular-clicking. Which side of the connection you click no longer matters. The bi-directional flow mode of pipes is now set specifically by using a wrench to re-connect a disconnection. Inverting the redstone behavior of a redstone heat cable or pipe is now done by regular-right clicking the core of the pipe/conduit.
- The entropy beam alignment (void-time) now adds temporal entropy to a machine if the machine accepts temporal entropy. Otherwise, it causes an entropy disaster as before.
- The temporal entropy 'safe mode' config option is now on by default (and the config option has been removed) - this means that overfilling a machine with temporal entropy will no longer explode or cause a disaster, but will just make it shut down until it has been emptied of entropy. Note: All existing temporal entropy setups will continue to work at least as well as they did before with these changes. The purpose of these changes is to make temporal entropy disasters less punishing, so as to not penalize experimentation. Instead of a chain reaction destroying everything, you'll now only see the entropy sink be destroyed and everything else shuts down. Localized 'overloads' of entropy in the network won't cause disasters if the entropy can be spread out before it reaches the entropy sink, making it safer to build systems that split entropy along multiple chains of entropy nodes to store, delay, or split it. The temporal entropy sink STILL DOES A DISASTER if it overfills
- Added JEI support for hydroponics trough
- Gateways now have an orientation (a front and back instead of being symmetric) - anything going through a gateway will be rotated to face the orientation. Pre-existing gateways may need to be broken and replaced after this update.
- Dirty water now has a reagent type. Freezing dirty water will split it into (clean) ice and slag, boiling it will purify it into (distilled) water, redstone, salt, and sulfur at ratios better than a water centrifuge (but no dirt, sand, slag). Heating slag in water now makes dirty water. The existing recipe to make sulfur by washing slag at room temperature still exists, but it's now using aziotic acid as the catalyst instead of water (to differentiate it from the slag+water -> dirty water recipe). Producing early-game sulfur should not be meaningfully harder than before, and there are new mass-production options using alchemy to process dirty water instead of the centrifuge
- Added cocoa beans as a crop to the hydroponics trough
- Added recipes for some vanilla rock types (calcite, tuff, deepslate)
- Added bronze as a reagent type
- Added alchemy recipe to make bronze using less tin than normal
- Added recipes for froglights using bioengineering
- Added advancement for making a Hopper Hawk, wheezewort seeds, medicinal mushrooms, and combustible cactus
- Redstone alchemy conduits can now have their mode inverted with a wrench, just like redstone heat cables and pipes
- Added ability to swap out the battery item in a tesla coil base
- Water (as an alchemy reagent) now has a 'hydrate' effect when splashed which matches the splash water bottle from vanilla
- Wheezewort seeds and medicinal mushrooms are now compostable
- Added Blackened Block of Iron, a decorative iron block variant
- Added reader circuit support for dynamo
- Gears can no longer be supported by another gear
- Decreased drag and acceleration of the flying machine
- Incubator now uses a small amount of heat at the end of every craft
- Fixed combustible cactus not breaking from adjacent blocks
- Fixed an issue with expansion beams not placing certain block types properly
- Tweaked gateway model and textures
- Fixed various issues with gateways not putting players/entities in the right locations post-teleportation
- Fixed gateway area-of-effect box not lining up with the structure
- Fixed gateways not always updating comparator outputs immediately
- Tweaked tesla coil top model
- Renamed 'Tesla Coil' to 'Tesla Coil Base'
- Fixed certain sounds not respecting client-side configs
- Increased villager brain price penalty from freezing
- Fixed incorrect sequencer UI
- Default config setting for the All-Terrain boots is now to have frostwalker disabled completely (because people found it annoying)
- Tweaked atmospheric attenuator item texture to match the copper lightning rods
- Increased the amount of temporal entropy each entropy node can handle from 64 to 1024. The entropy sink is still limited at 256.
- Temporal entropy machines now show a black arcing visual effect when overloaded
- Reshuffled the list of temporal entropy disasters (which now only occur at the entropy sink or from a void-time beam) to be more consistent in the level of destruction. Void-time disasters are limited to the lower-end of negative effects.
- Made electric spark 'popping' sound effects slightly quieter
- If ignis infernum's larger flame cloud is disabled in the config, ignis infernum will still scale the radius vs quantity faster than phelostogen, but have the lower radius cap of phelostogen
- Heating crucible now renders some fluid if it's currently crafting more, even if the fluid contents is currently empty
- Beam cannon now collides with all block hitboxes, even partial ones, matching behavior with the sensitive beam reflector
- Increased block hardness of beam extractor and creative beam extractor (giving them obsidian blast resistance, and slightly-higher-but-not-obsidian breaking time)
- Ruby goggle lens now uses the new beam raytracing
- Increased yield of moonshine vodka recipe
- Combustible cactus is now compostable
- Labelled certain destructive reactions (ex. burning gunpowder) as 'exothermic'
- Added tooltips to more alchemy things
- Fixed young wheezewort plants breaking when a block is above them
- Sulfur dioxide now also kills mushrooms in addition to its other disinfect effects
- Enderman can now hold medicinal mushrooms
- Made copper reagent more reddish-colored to match the gear
- Made bronze gears more brownish colored to distinguish them more from copper gears
- Fixed reagents which can't be contained in glass not always immediately escaping, and added a sound effect
- Fixed reagent storage vessels releasing chemicals twice when breaking
- Fixed auto-injector UI not always letting you put a potion in
- Fixed gear facades sometimes jamming up connected gears
- Made some of the fusion beam/stone recipes a bit more selective. Also, fusion on smooth stone now makes deepslate instead of stone bricks
- Adjust ice recipes to require 1/8th the amount of water, so that they're worth the same alchemical reagent quantity as a bucket of distilled water.
- Toggle gears now use the new small gear models
- Fixed an edge-case bug with multiple master axes trading control over gears
- Increased base quality from fresh cloning ingredients
- Increased quality added by blood centrifuge even more
- Significantly reduced cold-demand of the sample freezer
- Increased default maximum duration on the recall device to 15 minutes (from 5)
- Made ruby goggle lens more dynamic
- Can now pipe liquid fat into hamster wheel, Maxwell's demon directly
- Added recipe to millstone breeze rods
- Added a few more advancements
- Fixed a large number of bugs
- Fixed several crashes
- Fixed conduits trying to connect to the wrong sides of resonating filters
- Fixed not being able to hopper items in/out of reagent storage vessels
- Made the blood centrifuge significantly more generous about awarding extra quality points
- Fixed several issues in the guide book
- Hamster Wheels now make much more power by default, but requires a steady stream of liquid fat from a nearby fat feeder (or being fed edible blobs)
- Maxwell's Demon now make much more power by default, but requires a steady stream of liquid fat from a nearby fat feeder (or being fed edible blobs)
- Brought back the old Maxwell's Demon recipe (the new recipe still exists)
- Fixed small gears making an undesired connection that could jam systems.
- Fluid void is now a regular recipe instead of a bobo recipe
- Increased yield of fluid tube recipe to 12 (from 10)
- Increased yield of magenta bread recipe to 3 (from 1)
- Increased yield of rain idol recipe to 3 (from 1)
- Fixed void crystal ore not generating
- Fixed fluid injectors not always showing their model properly
- Fixed an incorrect trigger for the void-energy beam advancement
- Fixed enchantment and disenchantment beams sometimes doing weird things to items
- Enchantment and disenchantment beams now have constant range of 3 rather than scaling range with power
- Changed how temperature for items/liquids being added to alchemy containers is calculated to close some exploits
- Empty glassware should now be happier stacking
- Alchemy conduits now pull out reagents in random order instead of picking a favorite type and taking that first
- Fixed a crash with alchemy conduits
- Optimized alchemy conduits
- Fixed alchemy conduits sometimes placing with the initial connection the wrong-way round
- Alchemy conduits will now show a connection even if they can't transfer due to being set to the wrong orientation
- Corrected inaccuracy in the guidebook
- Fix beacon harness not updating its beam correctly on the client
- Tweaked wheezewort seed texture
- Increased overall spawn rate of ruby ore, and made it more common at lower y-levels
- Fixed a crash with high-intensity tesla coil tops
- Reagents with a fluid form will now show that on the info page in JEI
- Reagents with no item form will no longer show an 'empty tag' item on the info page in JEI
- Fixed a broken advancement for bedrock dust
- Fixed philosopher's & practitioner's stones not destroying the ground properly
- Reagent containers will exactly 5 reagents will now list them instead of listing 4 'and 1 more'
- Fix item handler never being supplied on the beam extractor
- Improved omnimeter readout for dynamo
- Fixed a missing texture on fat congealer
- Fixed ore cleanser getting stuck
- Fix perishable items still perishing when in non-ticking spawn chunks
- (re)added directional constraint on fluid cooling chamber's heat connections.
- Fixed a crash on dedicated servers
- Fixed crash from permanent potion effects
- Permanent health decreases from permanent potion effects is now handled with a mob attribute instead of a 'health penalty' potion effect
- Fixed brewing vat not accepting water bottles
- Fixed incorrect food value calculations for fat feeder and fat collector
- Fixed a crash with the creative inventory menu
- Fixed advanced elemental reactions not crafting
- Fixed modular goggles textures failing to load if a ruby isn't installed
- Fixed being kicked when using modular goggles in some situations
Fixed crash with reaction vessels and reagent storage vessels Fixed fluid tanks not dropping as an item Fixed crash with rendering electrical arcs Fixed copshowium creation chamber not crafting properly Fixed water centrifuge not centrifuging water Fixed all foods giving the 'A Fleeting Summer's Day' advancement Fixed lens frame not always updating properly Fixed detailed crafter not always consuming all ingredients in a recipe Fixed crystallized redstone not dropping redstone dust
- Fixed various issues with reagents in JEI/EMI/etc
- Fixed a crash with lens frames
- Fixed a crash with dedicated servers
- Japanese translations, courtesy of hamutaromaru
- Fixed several rendering issues when using shaders
- Fixed an issue that was preventing the guidebook from loading properly
- Fixed an incompatability with some mods that do weird things with potions
- Japanese translations, courtesy of hamutaromaru
- Tesla coils will now fully charge FE-storing items, even if they aren't leyden jars, and is now willing to treat battery-type items from other mods like leyden jars in directly increasing the FE capacity of the tesla coil itself. Added info readout to clarify this behavior.
- Mining rubies now enrages piglins
- Trying to make a 'time' alignment reagent with alchemy now explodes
- Fixed several rendering issues when using shaders
- Increased vacuum range to 8 blocks from 5
- Fix stasis chamber and freezer chunk reload handling
- Added a check for newly-placed spoilage-storage blocks and increased the buffer time due to uncertainty related to the block entity loading process
- Fixed fluid injectors injecting fluids at absolute zero
- Fixed an issue with gear network update behavior
- Fixed alchemy terraforming not changing the biome type
- Improved display of copshowium creation chamber recipes in JEI
- Fixed a rendering bug with glassware stands
- Adjusted the wording of tooltips in JEI for alchemy reactions
- Fixed the JEI info panel for reagent types rendering with a weird offset
Major changes: The way paths are unlocked has changed. Now, instead of unlocking every path at once, you can unlock one (1) path initially, and you're not allowed to unlock another until you 'beat' the path by completing a difficult advancement.
Bioengineering cloning has gotten a big rework with stats for clone 'complexity' and 'quality' (degradation is gone). Clones are now easier to make for 'simple' clones, but potentially more difficult for advanced ones. More modifiers have been added that can be put on clones.
Updated to Minecraft 1.21(.1)!
- Added a bunch (80+ total) of new advancements
- Paths are now unlocked directly in the detailed crafter UI instead of through a recipe.
- Unusually large mobs now drop more loot and small ones drop less (scales with the cube of body size)
- Added several new clone modifiers, including several that affect mob size and base stats
- Added shaved ice, a food type with spoilage.
- Tesla coils will now fully charge FE-storing items, even if they aren't leyden jars, and is now willing to treat battery-type items from other mods like leyden jars in directly increasing the FE capacity of the tesla coil itself. Added info readout to clarify this behavior.
- Mining rubies now enrages piglins
- Trying to make a 'time' alignment reagent with alchemy now explodes
- Detailed autocrafter now works more like a vanilla crafter.
- Path sigils can now only craft one recipe type per sigil. Path sigils can be reset by anyone with the path unlocked.
- Revamped cloning mechanics to use 'quality' and 'complexity' instead of the old 'degradation'
- Ensouled clones now have a chance to refuse to continue the cycle of rebirth
- The clone crafting process has been updated to allow skipping steps by missing out on opportunities to boost clone quality
- Clone modifiers now have JEI support
- Changed how the incubator works. Instead of randomizing target temperature each time, it now always targets 33.333°C and works better the more digit '3' are in the temperature.
- Flame clouds now expand faster initially, slowing down as they grow. Total range is unchanged.
- New, fancier models for large and small gears
- Modular goggles now have the texture change for every new lens
- Misc aesthetic improvements
- Misc recipe changes.
- Reduced the amount of heat produced by cooling lava to obsidian, removing the lava-heat-positive feedback loop
- Removed perma-potion effect clone modifiers. The ability to give them perma-potion effects with genetic plasmids is still available.
- Path sigils can no longer be used to forget a path
- Updated mod-integration for compatibility with Create 6.0 (courtesy of RandomScientist)
- Fixed some alchemy reagents not loading in KubeJS
- Fixed deepslate tin ore missing block tags
- Clarified the effect of phelostogen/ignis infernum in JEI
Final MC 1.19.2 version
- Facades can now mimic any solid block
- Technomancy armor (goggles, propeller pack, toolbelt, enviro-boots) now break like normal armor when they run out of durability, instead of having an inactive 'damaged' state that can still be repaired
- Technomancy armor that hasn't been upgraded with netherite now has durability and can break. It has as much durability as diamond armor and can be repaired with bronze ingots. Netherite-upgraded technomancy armor still has netherite-tier durability and is repaired with netherite ingots *Temporal accelerators will not apply additional ticks to entities if they leave the area of effect during the accelerated tick. This does respect other temporal accelerators, so adjacent temporal accelerators will smoothly combine their areas of effect -Temporal accelerators no longer stack their effects if they overlap -Removed the crafting recipe for the distributed temporal accelerator (sped up time over a full chunk)
- Fixed time beams applying the incorrect level of time acceleration
- Fixed readout on stirling engine temperature swapping the side and bottom temperatures
- Fixed many Crossroads armor items not doing their effects properly
- Fixed alchemy reaction vessels not doing reactions *Added a logo file to the mods description
*Improved information in JEI for alchemy reactions (courtesy of The-Minecraft-Scientist) *Improved the ability of expansion beams to place blocks on partial blocks (slabs, farmland, etc). Should make it easier to use expansion to plant seeds *Increased range of expansion, back to sqrt(power) from sqrt(power)/2 *Fixed incubator recipes only working once *Fix a issue with chunk unloading of beam blocks, fixing a crash with another mod *Creepers which explode themselves can now respawn if they have souls (previously they only respawned if killed)
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