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Releases: Kadikular/quantimium

0.8.0-alpha: Fluids and channels

Pre-release

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@Kadikular Kadikular released this 29 Oct 16:10
3a68558

Fluids

  • Laser Tank: the Laser Port for fluids. Four tanks of 16 buckets, one fluid each; collects, sends or both, and
    takes light only by its back. A bucket fills or empties it; pipes drain it on any face and fill it while it sends.
    Once a second a sending tank pours up to four buckets to the next collecting tank down the laser.
  • Insert and Extract move fluids: with no items to move, they fill or drain the fluid handler the laser ends on,
    from or to the Laser Tanks up the laser, a bucket at a time (doubled for each Speed Lens).
  • Extract pumps: with nothing to take from, it takes the first fluid source on its way (the laser runs on through
    water) up to the collecting Laser Tanks, a bucket at a time.
  • The Item Filter Lens is now the Filter Lens and lists fluids: right-click an entry with a bucket to list its fluid
    (drawn as that fluid), or drag a fluid in from JEI; a plain click lists the bucket itself. Fluid entries apply only
    to fluids, so a list of items lets every fluid through. The Void Lens destroys fluids the same way.
  • The Laser Tank has a filter and a Sides tab like the Laser Port's (faces push to and pull from what's beside them),
    its tanks fill and empty with a bucket clicked on them, and screens draw fluids with their own texture.
  • Interact pours from Laser Tanks: when nothing a Laser Port sends is used, it uses a bucket of a sending tank's
    fluid (filling a cauldron, or pouring it out), draining the tank only if the bucket was emptied.
  • Fluids on logistics networks: a Logistics Receptacle on any tank puts it on the network as storage, a provider or
    a requester, moving fluids as it moves items (2,000 mB a second, quickened by Speed Lenses). Its filter lists
    fluids too, and keeping stock counts them in buckets. A collecting Laser Tank is a passive provider.
  • The terminal lists fluids with their amounts, sorted as a bucket to an item: click one for a bucket of it (the
    bucket taken from the network, or made), click it holding a container to fill that, or right-click the grid with a
    filled one to pour it into storage. An Extract Lens past the controller pours into the network; Insert and Interact
    take its fluids only through a Filter Lens listing a fluid.
  • Recipes with fluids are read: the fluids a mod's recipe takes and gives are found by their fields' types (or
    named in an adapter's fluid_input_fields and fluid_output_fields).
  • The Quantum Crafter has tanks: three in, beside the catalyst, and two out, shown among its outputs as a terminal
    shows fluids. A recipe taking a fluid draws it from them, or from a tank a Tesseract in its grid is bound to; fluids
    a recipe makes fill its output tanks, and a bucket clicked on one fills from it. Recipes making only fluids are
    offered there too. Pipes fill the inputs and drain the outputs. A recipe taking a fluid is no longer offered as if
    it took items alone.
  • New Crafter catalysts: Energized Power's Fluid Transposer, Fluid Freezer, Stone Solidifier and Stone Liquefier, and
    Productive Bees' Bottler. A bucket used on the Crafter fills or empties its tanks.
  • The Logistics Materializer offers the network's fluids through a fluid handler, so a Crafter's Tesseract bound to
    it makes from the network's fluids. Fluids are no longer shown to pipes as items.
  • The Reactor holds fluids, a bucket weighing as an item: in through an Input port, out through the Materializer
    Port (made if need be), and to a logistics network through its Logistics Port, drawing on the network's fluids too.
    Its recipes take and make fluids, and buckets fill and empty with no catalyst.
  • AE2: the ME Superposition Crafter offers recipes with fluids, taking and giving AE2 fluids. The ME Superposition
    Port shows the Reactor's fluids as AE2 fluids, takes them in and out, and lets the Reactor make from the network's
    fluids; its patterns ask for and give fluids as fluids.
  • Fluid gauges are marked like a measuring jug.
  • The Crafter's faces set fluids apart from items in its Sides tab, with auto input and output. A face gives
    what its output tanks hold and what a recipe making only fluids shows, made as a pipe, bus or auto output takes it.
  • A Crafter's fluids on a logistics network: what its output tanks hold is stock, and what a recipe making only
    fluids shows is craftable, made as a terminal or requester takes it.
  • Make to storage: middle-click something that can be made in a Logistics Terminal, pick how many (up to what can
    be made), and it's made and kept in storage, items or fluids, if storage has room.
  • The terminal counts fluids that can be made, as it counts items.
  • The Reactor's fluids it could make are on its network: listed as craftable, and made as a terminal or a requester
    that requests what can be made takes them.
  • A Reactor making something uses a recipe whose ingredients it has on hand first: lava from the cobblestone held, not
    from andesite it would first have to make.
  • The Horizon Core shows fluids with their texture, in mB and buckets, sorted as a bucket to an item.
  • A Reactor no longer counts empty buckets as water it could make: filling and emptying buckets made it show far more
    of every fluid than it had.

Lasers

  • Channels: 0 to 15, and All. Each lens in a Lens Mount has a channel (the number above it): an action works on its
    channel, and a modifier changes only the actions on its own (on All, every one). Laser Ports, Tanks, Receptacles and
    Logistics Controllers have one too, so several networks share a laser path. An Isolator stops only its channel.
    Everything starts on 0, so nothing changes until a channel is set. A Logistics Controller starts on All: a network
    for each channel its receptacles are on. A Terminal shows its channel's network; a Materializer offers every channel's.
  • The Logistics Controller has a screen: its receptacles, its power, and its channel.
  • One-way Laser Splitters: sneak with a wrench, or sneak-click the base with an empty hand, to make a splitter a
    one-way mirror (its plate's back steel): light on the front only turns, light from behind only goes through, so two
    lasers combine without spilling.
  • The Spectroscope has a screen: the laser split into its spectrum, a line for each action (shaped by its
    modifiers) and a band for logistics, a channel picker, and a table of its actions and the ports they use. Aim it at a
    laser in the air to read it.

Quantum Crafter

  • Pins: middle-click an output, or drag one from JEI onto the grid, to pin it. Pinned outputs come first, outlined
    in gold, and stay shown, with a 0, when none can be made. Locked, the Crafter makes only what's pinned (the rest
    shown dimmed), and auto output makes each in turn. A Crafter locked to a recipe before keeps it, pinned.
  • Four output tanks for what recipes make besides items; when they're too full for anything to be made, it says
    Output blocked.

0.7.0-alpha: The Laser Focus, the Redstone Lens and true mirrors

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@Kadikular Kadikular released this 28 Oct 13:32
0541d72

Lasers

  • Redstone Lens (action): gives what the beam ends on a redstone signal of 1 to 15, strong or weak. Set it to give it always, to
    send on the signal its own block gets, or as a level emitter: while the Laser Ports up the light hold fewer than a
    count of an item, or that many or more (on a logistics beam, counted in its network). A Laser Focus it reaches is switched as by a wired signal, and the light it
    then passes on carries the signal further.
  • Isolator Lens: two new switches. It can stop power (nothing past it is charged, though what the light does
    is still paid for), and pass a Redstone Lens's signal, which it stops by default.
  • A Clear Laser Focus no longer passes light straight out through an Emitter on its far face.
  • A cut or other work paid for by several sources through a Focus Emitter no longer stalls just short of done (stuck
    at 99%).
  • A sneaking click with an empty hand takes an Emitter's lens out before the Emitter. In creative, what comes off a
    Laser Focus goes into your inventory.
  • Isolator Lens: the redstone switch is a redstone torch, lit while signals pass, and its filter is labelled.
  • Isolator Lens: Pickup's items go back up through it only if it passes logistics, and one in a Focus Emitter now stops
    them too (it didn't).
  • A Laser Port takes light only straight in by its back, and a Lens Mount no longer takes light at an angle.
  • A Laser Focus block with no focus stops light at any attachment on the face it comes in or goes out by.
  • Beams notice a block placed or broken on them the next tick, instead of within half a second, and cost far less to keep
    watch over: only a change light can't pass, or one where a beam ends, is looked at.
  • Light lights up, at its full brightness, and goes dark as soon as it should: from an Emitter put down or switched
    on, and through each Laser Focus it reaches or stops reaching, not up to a second later.
  • A Laser Focus that light meets on a Stand, Cover or Emitter shows no light leaving it.
  • The Laser Focus replaces the Laser Relay. Put a Laser Focus down, then put attachments on its faces: Focus
    Stands (as many as you like, or none and it floats), Focus Emitters (each with its lens and redstone setting) and
    Focus Covers. A Clear Laser Focus also lets light pass straight through. Attachments can go on a block with no
    focus and do nothing until one goes in; a sneaking click (by hand or with a wrench) takes off the focus or an attachment and leaves the rest.
    The focus loses nothing: each Emitter takes the loss, 0.5% by default (relayLoss), and mirrors 0.25%
    (mirrorLoss). Relays in your world become a Laser Focus with a Stand and their Emitters, lenses and redstone
    settings kept.
  • Logistics Receptacles are Laser Focus attachments: several on one focus, each serving its own inventory. On a
    Clear Laser Focus light passes through as before. Receptacle blocks become a Clear Laser Focus with a Receptacle,
    settings kept.
  • Cavity Mirrors are Laser Focus attachments: several on one focus, each with its own cavity. What they hold
    leaves by the focus's Emitters. Cavity Mirror blocks become a Laser Focus with a Stand, the plate and their
    Emitters, holding what they held. An unpaired one no longer acts as a mirror, and an
    Emitter facing back no longer closes a cavity: only a mirror does.
  • Straight light no longer gets into a Laser Focus by a face with an Emitter (diagonal light still does).
  • A Prism links to the face you click: its light runs at any angle to the middle of that face and goes in by it,
    so you choose which side of a machine it charges, or a Laser Port's or Lens Mount's back. From a Prism that can't see
    that face, the light meets the side it comes to first, as any light would. A Laser Focus, Mirror or Prism is still lit at its middle (its focus). Links made before take the
    face facing the prism.
  • Mirrors reflect like real ones. A beam bounces off a Laser Mirror and goes on as the same beam, with its own
    light: beams crossing one mirror never mix. A plate faces one of 42 ways: flat to a face, or turned 22.5° or 45°
    towards a neighbouring one. Click a face's middle for flat, the ring round it for 22.5°, the outer ring for 45°
    towards the side clicked; sneak-click to move the stand. Looking at a face outlines its parts, and a ghost shows where
    the plate would turn. A plate never faces towards its stand. Light now travels diagonally too (26 ways in all); what leaves a mirror
    is always one of them. Mirrors already placed keep the way they faced. Each bounce takes 0.25%.
  • The Laser Splitter reflects off both sides and lets light through: one beam becomes two, each its own. It no
    longer joins beams into one. It can face straight on too. Light never leaves a mirror or splitter through its stand.
  • Cavities round corners. A cavity's light can run round any number of plain Laser Mirrors, back off a flat one
    or into another Cavity Mirror: up to 16 blocks one way, each mirror counting as one. A splitter, or a mirror
    switched off, breaks it.
  • Mirrors no longer show where light would go while holding a wrench or the Linker.
  • An Interact Lens with nothing to do waits longer between tries, as Insert and Extract do (up to laserIdleSeconds),
    instead of trying everything it's sent every tick. Busy, it keeps its pace.

Reactor

  • A storage bus reading a busy Reactor's Materialiser Port costs far less: an answer stands for a second while what it
    uses is still there, however else the Reactor changes, and planning is held to about 1 ms a tick (a bus listing 1,450
    slots every tick went from about 240 ms to under 2 ms). Things never asked about before can take a few seconds to show.
  • Plans look items up faster, and the ME Superposition Port plans its trees without copying the whole stock for each,
    in at most about 1 ms a tick.

0.6.1-alpha: Healing, freezing, and a lens pass

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@Kadikular Kadikular released this 25 Oct 19:37

Same Minecraft 26.1.2 and NeoForge 26.1.2.109. Worlds from 0.6.0 carry on.

Lasers

  • Healing Lens: heals anything living in the beam by a heart every half second, and hurts the undead instead, as
    Instant Health does. Amplify doubles both, and the cost (500 FE for each one healed or hurt); a Speed lens heals
    twice as often, two four times. What's at full health costs nothing; an Entity Filter picks who it works on.
  • Freezing Lens: freezes what the beam ends on. Machines stop ticking while the light holds them (tag blocks
    quantimium:not_freezable to keep it off them); water turns to ice and snow now and then settles on top. Mobs stop
    thinking for 10 seconds, frozen again while the light stays on them; each point of damage thaws them half a second
    sooner. Freezing one costs 25 FE for each point of its most health (a zombie 500, a Warden 12,500), charged up as
    Damage's hits are. The Ender Dragon is never frozen (entity tag quantimium:not_freezable); the Wither and the
    Warden can be. Players get colder a tick at a time, as in powder snow: slower the colder, never hurt. Snow
    settles slowly. Through an Area Prism, the whole area.
  • Fixed: an emitter set to run with a redstone signal lit its beam when given one, but the lenses down it
    (Acceleration, Freezing and the rest) didn't start working.
  • Fixed: Harvest with Pickup could cut a crop when there was room for some of its seeds but not all, dropping the
    rest: it now drops exactly what it found room for.
  • The Void Lens has a list: its screen is the Item Filter Lens's (nine entries, allow or deny) with a tab for void
    all or excess. Listed, it destroys only those (or all but those): seeds listed with void excess, a wheat farm keeps
    every wheat and destroys the seeds it has no room for.
  • Light goes through water (and waterlogged blocks it would go through dry); lava still stops it. A Freezing beam
    freezes the first water on its way; an Interact beam's bucket fills from the first source on its way.
  • Fixed: a Quantum Crafter reading a chest through a Tesseract kept showing what it could make before the chest
    was emptied, refilled or broken, till its Tesseract or catalyst was replaced: it remembered its answer for its own
    grid without counting what the Tesseract reaches.
  • Fixed: Harvest with Pickup that found no room once never asked again (after a world load, a farm full at the
    time stayed idle till the network was rebuilt). Acceleration and Freezing through an Area Prism never found the
    machines in their area; both work now.
  • The Void Lens stays on the light, as Pickup does: actions added after it (in a later mount, or later in its own)
    get it too. It covers every way items travel along the beam: Insert with void excess puts in what fits and destroys
    the rest, with void all it's a trash can; Extract with a listed Void takes what's listed and destroys what no Port
    holds; what Interact hands back that no Port takes is destroyed. The guide now explains Laser Ports as the beam's
    item ends, and Pickup and Void as rules for that traffic.
  • The Spectroscope says what a Harvest beam is doing: cutting (and how far), nothing to cut, or no room for what
    it would cut (and what).
  • The Entity Filter Lens can list one creature, or you: sneak-use it on a creature or player to list just that one
    (their head or spawn egg, with their name), or in the air to list yourself. With Healing through an Area Prism,
    it heals only you; set to deny, it spares only you. Clicked out of its slot, it's off the list.
  • Fixed: Harvest with Pickup could cut a crop whose wheat and seeds each fit a Laser Port's last empty slot but
    not both, and lose the seeds. A drop's things are now checked together.
  • Harvest with Pickup rests when full: half a second, then twice as long each time it's still full, up to 4
    seconds (as Insert and Extract do), and back to work at once when it can cut again.
  • Harvest sets what it cuts down where the block was, still, rather than throwing it about: a Pickup sweeping the
    beam always reaches it.
  • Lighter lens scanning. An Area Prism remembers for a second which blocks it couldn't see, instead of tracing to
    them again each pass (a tree farm's hidden logs, a quarry's far side); Harvest with Pickup rolls a block's drops
    once to check for room, and remembers each answer for half a second, asking afresh only the tick it breaks a
    block. An idle area scan costs about an eighth of what it did. A Materialiser reading through a Tesseract looks
    once a second, not every tick (a linked network is a whole network to look through).
  • /quantimium lasers profile [seconds] (operators): times this dimension's lasers for a few seconds, then lists
    what they spent each tick on (checking beams, lens actions, logistics, moving power) and the ten costliest lens
    actions with where they are, to find the one slowing a base.

0.6.0-alpha: Warm fields and new lenses

Pre-release

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@Kadikular Kadikular released this 22 Oct 15:30

Same Minecraft 26.1.2 and NeoForge 26.1.2.109. Worlds from 0.5.x carry on. A Materialiser holding Trace needs
Anomalite Dust instead (the Trace stays in its slot until taken out).

The field

  • Flux keeps a warmth. Each chunk has a slow memory of its field that warms over about an in-game day of work and
    cools over about two once it stops; the chunk reads as the higher of the two, and anomaly follows. A base crafting
    here and there warms up and stays warm; switched off, it holds its level for a day before fading; one huge batch
    barely warms it. Configurable (warmthRiseMinutes, warmthFallMinutes).
  • Machines no longer leak FE in anomaly. The passive drain is gone (and its passiveDrain… config): what feeds on
    a hot base's machines is the Anomalite crystals that grow on them.

Unrealised Matter

  • The Materialiser is paid in Anomalite Dust, not Trace: renewable from a crystal farm (crush Anomalite with a
    Crushing Lens: a shard crushes into one dust). A common ore at Medium costs 0.75 dust a Matter, as Trace did.
  • Its screen works like a Logistics Terminal: a grid of every form, each showing what waits in its buffer and
    how many more it could make; click for a stack, right-click for half, shift-right-click for one, shift and the
    wheel for one at a time, shift-click into the inventory. Its output slots are gone: what a Matter makes over a
    take waits in a buffer, taken first. Middle-click a form to export it (gold): what pipes and hoppers take.
  • A Materialiser behind a provider Logistics Receptacle offers every form to the network as craftable, made
    when taken.

Lasers

  • Acceleration Lens: speeds up the machine the beam ends on (every machine in an Area Prism's area): 2x, doubled by
    each Speed lens up to 16x, 500 FE for each extra tick. Each machine's extra ticks keep to 100 µs a tick and all of them
    to 5,000 µs; Jade says how fast a machine is going and when the budget held it back. All configurable, with a
    quantimium:not_accelerated block tag.
  • Void Lens: destroys what the actions before it free. Void excess (with Pickup, only what the Laser Ports or
    network have no room for) or void all (everything freed or picked up), set on its settings screen.
  • Interact Lens: set to hit, it mines the block the beam ends on with its tool (wearing it) when nothing living is
    there. A second setting picks blocks, living things or both; both are set on a settings screen (use it in the air,
    or its button in a mount). A tool bound to an Entangled Dock is charged from it as the lens uses it.
  • Laser Ports export faster while busy, and pass what they collect straight into the inventories they export to.

Partner mods

  • FTB Industrial Contraptions: its Macerator, Compressor, Extruder, Roller, Canning Machine, Centrifuge, Alloy
    Smelter, Reprocessor and furnaces (and their Advanced versions) are catalysts for the Quantum Crafter, the ME
    Superposition Crafter and the Reactor.

Fixes

  • Craft placeholders in the terminal's grid no longer vanish from the screen while still being used.
  • Set Filter and Isolator lenses stack, and the terminal can take them.
  • An Isolator Lens not set to pass actions stops Laser Ports linking past it.
  • A source sending all its power down one beam still shows its other beams dimly.
  • Pickup before an action (or alone) gathers everything lying in the beam; after one, it carries what that action
    frees. Actions after a Pickup no longer get it.
  • The terminal shows an item's full tooltip.
  • The stash and logistics keys say nothing to a player with no doubles.
  • Unrealised Matter processed on a logistics network (pulverised, say) is offered to the network's other Crafters
    (smelted by a furnace Crafter), as it is when it's in a Crafter's own grid.
  • Side configuration names a neighbour as picking it would: Sophisticated Storage's chests no longer show as
    %s%sGold Chest.
  • Drops other mods hand out in the mirror (Ultimine, Apotheosis) can be picked up there.

Since 0.4.0

0.5.0 to 0.5.7 (lasers, the logistics network and its terminal, the work queue) went out without releases here: see CHANGELOG.md for them.

0.4.0-alpha: the Quantimium Reactor

Pre-release

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@Kadikular Kadikular released this 05 Oct 17:06

The Quantimium Reactor, a first version, and the machines of All the Mods 11. Same Minecraft
26.1.2 and NeoForge 26.1.2.109. Worlds from 0.3.x carry on.

The Quantimium Reactor

  • A captive black hole. Collapse an unbound Tesseract in an empty Fold Chamber (9 or more a side)
    into a Singularity, and seat it in a Horizon Core on an 11-wide disc of Reactor Plinth.
    Ring Emitters in facing pairs drive its rings: each ring quadruples what it holds, up to sixteen
    million items. It holds exactly what goes in, data and all, and nothing is ever at risk: a full
    horizon refuses more, an unpowered one waits. The Singularity is the horizon: take it out and
    everything goes with it.
  • One list of everything it holds or could make, like an ME terminal: through up to eight
    Catalyst Bays (a machine, a crafting table or a Folded Tesseract each), counted off the server
    thread, sortable and searchable. Recipe loops are never counted back into themselves, and things made
    from the same source share it.
  • Take anything on the list and it plans the whole tree through its catalysts, all or nothing:
    held items and leftovers first, the recipe that uses least, presses and other tools made once and
    kept, cutting knives worn rather than used up.
  • Ports on the disc's rim: Input, Output, Energy, and the Materialiser Port, which offers the
    whole list to pipes and to an AE2 storage bus as if it were all there.
  • Unrealised Matter in the horizon is observed into whatever it could become, with no catalyst.

More machines

  • The machines of All the Mods 11 are catalysts for the Quantum Crafter, the ME Superposition
    Crafter and the Reactor: EnderIO (Alloy Smelter, SAG Mill, Slice'n'Splice), Energized Power
    (Crusher, Pulverizer, Sawmill, Compressor, Alloy Furnace, Induction Smelter, Metal Press, Charger,
    Assembling Machine, Powered Furnace), Powah (Energizing Orb), Productive Bees (Centrifuges),
    Mystical Agriculture (Seed Reprocessor, Infusion and Awakening Altars) and Iron Furnaces.
    Only guaranteed outputs are made. The Crystal Growth Chamber is left out on purpose: with instant
    crafting it would be endless amethyst.
  • Productive Bees hives in the Simulator, expansion boxes and all, with a Simulator Upgrade (or
    Productivity III or IV) in the hive so its bees stay home.
  • Recipe adapters can read more: arrays and counted ingredients, several outputs with chances
    left out, a recipe's own energy, and the machines that run each recipe type.

The mirror and Matter

  • Mirror mites leave Quantimium Traces: a quarter of those killed by a player drop one, in the
    mirror, for whoever killed them.
  • Doors, trapdoors, fence gates, buttons and levers work from the mirror, on the real world
    (#quantimium:mirror_usable).
  • Unrealised Matter slowly morphs between a gem, lapis, coal and a raw ore nugget, and JEI and ME
    terminals now find it by name.
  • Matter never becomes Allthemodium, Vibranium or Unobtainium: they're All the Mods' endgame
    (#quantimium:unrealised/excluded).
  • A Sophon takes a Semi-Stable Tesseract, 4 Anomaly Fragments and a Rift Residue at the Unfolding
    Array, instead of a Totem of Undying and 16 Unrealised Matter.

The guide and the wiki

  • Multiblocks in 3D in the in-game guide: turn and zoom the Reactor, Foundry, Fold Chamber,
    Containment Hall, Superposition Pod, Unfolding Array and Harvester. The guide key over any part of a
    multiblock opens its page. The Superposition Pod moves to Multiblocks.
  • The wiki is public, at https://kadikular.github.io/quantimium/.

Shaders

  • Iris: shader packs now draw the Reactor, Tesseracts, beams and glows, where they skipped them or
    drew them black. Support is partial: some fades show hard edges, rifts stay dark and the mirror loses
    its colours. config/quantimium/iris.properties can steer a pipeline for a pack that draws one badly.

Fixes

  • A world could hang on "Preparing for world creation" with Potions Master installed.
  • Counts on the Reactor's list could promise more than could be made, and crafting cable anchors used
    up a cutting knife each time.
  • The Decoherence Lance's beam starts at the lance, in first and third person.
  • Tesseract Stabiliser, spelled like everything else.

Art and license

  • All textures and sounds are Quantimium's own, or vanilla's referenced rather than copied: new
    Anomalite crystals, Trace, mirror flora and Mirror Endermite, and vanilla's own sounds re-pitched.
  • Quantimium is licensed LGPL-3.0.

Requires Minecraft 26.1.2, NeoForge 26.1.2.109 or newer, Java 25. Full history of changes: CHANGELOG.md. Wiki: https://kadikular.github.io/quantimium/