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v0.4.0

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@github-actions github-actions released this 01 Aug 19:52
· 120 commits to main since this release

Something lives in the garbage, and the first power that is not a torch.

Worlds from v0.3.0 carry over. Nothing was renamed this time. Worlds made before v0.3.0 still will not have the demolition yard, and no amount of walking will find one: a world's terrain generator is fixed when the world is created, so new chunks in an old save still come from the old one.

Roaches

  • Picking through a Block of Garbage can turn one up instead of an item, about one pull in forty. Garbage blocks only. Bags and bales are clean.
  • One at a time. Hitting it does not call more out of the ground.
  • Kill it yourself for Raw Roach. It has to be your kill, so a fall, another mob, or a grinder leaves nothing behind.
  • Cook it in the Burn Barrel for Cooked Roach. The barrel already takes anything edible, so this needed no change to it.
  • Roaches are the earliest renewable food here, which makes their rate a progression lever as much as a difficulty one. roachChanceDenominator (default 40) makes them rarer as you raise it, and roachesEnabled turns them off.
  • There is a spawn egg.

Power

  • Machines speak Forge Energy now, the same standard the rest of the modded ecosystem uses, so anything that moves FE can wire straight into these.
  • Burner Generator: burns any furnace fuel at 20 FE/tick and holds 20,000. Five fuel slots, a power meter on its screen, and smoke off the top while it runs.
  • Solar Panel: generates. 2 FE/tick under open sky, less as the light drops, holding 4,000. It has been craftable since the Tree Nursery shipped and until now it did nothing but sit there.
  • Both push power out and refuse to take any in. Two panels side by side used to hand the same energy back and forth forever, and a Tree Nursery puts two of them next to each other.
  • Nothing in the mod spends power yet. The generators are here so the tier exists and other mods can draw on it. The first Recompile machine to use FE is the hydroponics grower, which is not built.
  • Jade reads out stored charge, current rate, and how much burn is left.

Pipes and automation

  • Pipez moves items in and out of Scrap Bins, the Scrap Barrel and the Cupola Furnace.
  • A Scrap Barrel now behaves like a vanilla barrel and a Cupola like a vanilla furnace. Hoppers and pipes both work on them, from any face a vanilla one would allow.
  • The Burn Barrel still only takes your hands. A pipe will not even connect to it.
  • Three gravel makes a flint.

The demolition yard joins the network

  • The Sorting Tarp takes Stone Rubble.
  • Scrap Bins bind to stone shards and to Junk, so yard material files away with everything else instead of piling up loose.
  • The Scrap Crafting Table and the Cupola Furnace count as network blocks, so junk routes through them like the rest.

Fixes

  • The Scrap Crafting Table's connected-storage panel scrolls. It showed seven materials, said "+6 more", and gave you no way to reach them. A barrel holds twenty-seven.
  • Clicking a material in that panel takes one item. It took sixty-four. Shift takes a stack, right-click takes half.
  • The crafting grid no longer empties when you close the screen.
  • Stone Rubble has an item texture again.
  • The demolition yard encroaches the way the sprawl does. It was the one region where healed ground stayed healed for nothing.
  • The Rain Collector's guide text asks for a Rain Collector Funnel instead of a Machine Frame, which is what it actually wants.
  • Enabling a resource pack no longer throws an error while the game loads. A Jade setting added with the generators had no name.