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Releases: Roadhog360/Et-Futurum-Requiem

Et Futurum Requiem 2.6.0: Support from the Depths

24 May 20:27
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From this version forward, anything below the experiments tab in the changelog, will be available as a toggle in experiments.cfg, no longer needing a snapshot build. Some settings related to it may still be in the main configs (eg Nether biomes ID config in world.cfg) but the main toggles will be in experiments.cfg. More on this in the change log.

Additions:

  • Mud and mud bricks (by @KAMKEEL) (generation by @Roadhog360)
  • Bamboo wood by (by @KAMKEEL) (bamboo stalks, model, rafts and generation by @Roadhog360)
    • Bamboo fences and fence gates don't have their custom model yet so for now they just use the regular bamboo plank texture
  • Cherry wood (base blocks by @KAMKEEL) (generation, leaves, pink petals, sapling etc by @Roadhog360)
  • Blackstone
    -Generates in patches, no new nether requires
  • Soul Soil
    -Can be crafted with dirt and soul sand when new Nether is disabled
  • Basalt
    • Basalt generators from modern work; when lava flows on top of soul soil and adjacent to blue ice it creates basalt.
    • If soul soil or blue ice are disabled, you can use soul sand or packed ice, respectively to create basalt.
  • Soul fire, soul lanterns, soul torches
  • Raw ore support for the following materials: oreCopper, oreAluminum, oreTin, oreSilver, oreLead, oreNickel, orePlatinum, oreMythril / oreMithril, oreUranium, oreThorium, oreTungsten, oreTitanium, oreZinc, oreMagnesium, oreBoron
    • Every material under this tag drops a singleton raw ore item for it, helping to unify ores in your pack. These items are also registered with the oreXXX tag as their base blocks, this behavior can be turned off in the config. As with copper, tin also drops multiple raw ore items when mined. This behavior can be turned off in the config, or adjusted. These are registered automatically depending on the tags present in your pack. The hardnesses and blast resistances are automatically determined by the first block in the "blockThing" tags.
    • These can be toggled individually via modcompat.cfg
  • Deepslate support for the following materials: oreCopper, oreAluminum, oreTin, oreSilver, oreLead, oreNickel, orePlatinum, oreMythril / oreMithril, oreUranium, oreThorium, oreTungsten, oreTitanium, oreZinc, oreMagnesium, oreBoron
    • Every material under this tag converts to a singleton deepslate ore block for it, helping to unify ores in your pack. It is recommended you do some texture editing to make them match. These are registered automatically depending on the tags present in your pack. The hardnesses and blast resistances are automatically determined by the first block in the "oreThing" tags.
    • These can be toggled individually via modcompat.cfg
  • Explicit deepslate support for: AE2, Draconium, Ars Magica 2, Thaumcraft, Biomes o'Plenty, Project Red, BluePower, Dragon Block C, Dragon Quest
    • Since they are gems or other non-metal materials, each one of these mods gets their own set of deepslate ores. They are registered automatically depending on the mods present in your pack.
  • Dark oak texture overrides to use 1.13 textures
  • New config option to not auto-add things to the composter, similar to how the blast furnace and smoker have this option, allowing packers to initialize it blank and start from scratch.
  • Thin glass panes and iron bars instead of + shaped when not connected mixin by @KAMKEEL

Changes:

  • Shulkers spawn less frequently when enabled to spawn anywhere
  • Unfinished content is no longer tied to snapshots, instead being tied to experimental.cfg. This means you can download a snapshot and get new stable features without a warning. Only if you enable the unstable/unfinished stuff yourself will you get a warning.
  • Modded paintings now also play painting place/break SFX by @jss2a98aj
  • Modded boats now have OreDict tags by @jss2a98aj

Removals:

  • Removed interpolated textures being built into the mod. See #467 for more information as to why.

Fixes:

  • Light block AI pathing fix (by @KAMKEEL)
  • Fix elytra sometimes not rendering in the inventory until it is displayed in 3rd person. (By iocmet)
  • Fix cave sounds not playing at all
  • Elytra flight can no longer proliferate with Thaumcraft haste boots enchantment
  • Fix a button mixin causing a crash with some mods ( #390 )
  • Fix spectator managing noClip/invisible state for non spectators, causing mods that trigger noClip to not work any more.
  • Fix spectator mode being able to interact with entities it shouldb'e be able to. There may be some stray interactions possible but for the most part they should be addressed.
  • Composters had 6 levels instead of 7
  • Fix armor equip sounds playing when leaving spectator
  • BOP sponge patches in coral reefs now generate as wet sponges if present ( #425 )
  • Fix BuildCraft causing Ocean Monuments to trigger RNG bugs with End pillars (wtf) ( #410 )
  • Lanterns can now be placed on slabs and stairs, or hang off of the bottom of fences ( 352 & #372 )
  • Torches can now be placed on EFR walls ( 323 )
  • Smooth sandstone and smooth quartz now drop from their old slab variants, as does smooth stone ( 428 )
  • Colored beds are no longer usable as furnace fuel
  • Recipes use an OreDict Item as Output directly, without copying it before #455
  • Fixed some types of flowers not spawning or spawning in the wrong conditions
  • Fixed deepslate ores trying to generate when disabled, causing seemingly random veins of blocks to appear around the world

##Experimental features:

  • Mangrove base blocks (by @KAMKEEL) (models and roots by @Roadhog360)
    • No tree growth or generation yet
  • Moss and azalea (by @KAMKEEL) (models by @Roadhog360)
    • No tree growth or generation yet
  • Nether biomes and blocks
    • No mobs or structures just yet, some blocks are still missing.

Et Futurum Requiem 2.6.0: Support from the Depths Release Candidate 2

21 May 20:27
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Notice: Interpolated texture support will no longer be built into Et Futurum Requiem as of this version. Visit #467 for more information about what that means. NotFine or Angelica will be required in the future to use this feature.

  • Removed interpolated texture icon support
  • Update boat textures to use the pre-JAPPA style (thanks DarkBum!)

Contributions by @KAMKEEL:

  • Added thin glass panes/bars (when not connected to anything, the pane/bar is a thin pole instead of a plus shape)
  • Fix moss having pathfinding issues and wrong material

Et Futurum Requiem 2.6.0: Support from the Depths Release Candidate 1

Et Futurum Requiem 2.6.0: Support from the Depths Beta 2

16 Apr 18:28
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This update adds config options to disable/enable only specific modded deepslate ores and fixes some crashes/recipe registry related issues with them.
"Mithril" tag in certain cases would not register recipes or would crash the game on load.
Colored beds no longer are usable as furnace fuel
Auto-add composter is now toggleable.
Fisk Heroes ores removed; this will be done from their end instead

Et Futurum Requiem 2.6.0: Support from the Depths Beta 1

30 Mar 21:29
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From this version forward, anything labeled with (EXPERIMENT) will be available as a toggle in experiments.cfg, no longer needing a snapshot build. Some settings related to it may still be in the main configs (eg Nether biomes ID config in world.cfg) but the main toggles will be in experiments.cfg. More on this in the change log.

Additions:

  • Mud and mud bricks (by @KAMKEEL) (generation by me)
  • Bamboo wood by (by @KAMKEEL) (bamboo stalks, model and generation by me)
    • Bamboo fences and fence gates don't have their custom model yet so for now they just use the regular bamboo plank texture
    • Bamboo rafts are disabled for now since they are not modeled.
  • Cherry wood (base blocks by @KAMKEEL) (generation, leaves, pink petals, sapling etc by me)
  • Blackstone
    -Generates in patches, no new nether requires
  • Soul Soil
    -Can be crafted with dirt and soul sand when new Nether is disabled
  • Basalt
    • Basalt generators from modern work; when lava flows on top of soul soil and adjacent to blue ice it creates basalt.
    • If soul soil or blue ice are disabled, you can use soul sand or packed ice, respectively to create basalt.
  • Soul fire, soul lanterns, soul torches
  • Raw ore support for the following materials: oreCopper, oreAluminum, oreTin, oreSilver, oreLead, oreNickel, orePlatinum, oreMythril / oreMithril, oreUranium, oreThorium, oreTungsten, oreTitanium, oreZinc, oreMagnesium, oreBoron
    • Every material under this tag drops a singleton raw ore item for it, helping to unify ores in your pack. These items are also registered with the oreXXX tag as their base blocks, this behavior can be turned off in the config. As with copper, tin also drops multiple raw ore items when mined. This behavior can be turned off in the config, or adjusted. These are registered automatically depending on the tags present in your pack. The hardnesses and blast resistances are automatically determined by the first block in the "blockThing" tags.
  • Deepslate support for the following materials: oreCopper, oreAluminum, oreTin, oreSilver, oreLead, oreNickel, orePlatinum, oreMythril / oreMithril, oreUranium, oreThorium, oreTungsten, oreTitanium, oreZinc, oreMagnesium, oreBoron
    • Every material under this tag converts to a singleton deepslate ore block for it, helping to unify ores in your pack. It is recommended you do some texture editing to make them match. These are registered automatically depending on the tags present in your pack. The hardnesses and blast resistances are automatically determined by the first block in the "oreThing" tags.
  • Explicit deepslate support for: AE2, Draconium, Ars Magica 2, Thaumcraft, Biomes o'Plenty, Project Red, BluePower, Fisk's Superheroes, Dragon Block C, Dragon Quest
    • Since they are gems or other non-metal materials, each one of these mods gets their own set of deepslate ores. They are registered automatically depending on the mods present in your pack.
  • Dark oak texture overrides to use 1.13 textures
  • (EXPERIMENT) Mangrove base blocks (by @KAMKEEL) (models and roots by me)
    • No tree growth or generation yet
  • (EXPERIMENT) Moss and azalea (by @KAMKEEL) (models by me)
    • No tree growth or generation yet
  • (EXPERIMENT) Nether biomes and blocks
    • No mobs or structures just yet, some blocks are still missing.

Changes:

  • Shulkers spawn less frequently when enabled to spawn anywhere
  • Interpolated textures now check for the interpolate flag in a block's mcmeta animation data.
    • This feature will eventually be removed from EFR and moved to NotFine.
  • Unfinished content is no longer tied to snapshots, instead being tied to experimental.cfg. This means you can download a snapshot and get new stable features without a warning. Only if you enable the unstable/unfinished stuff yourself will you get a warning.

Fixes:

  • Light block AI pathing fix (by @KAMKEEL)
  • Fix elytra sometimes not rendering in the inventory until it is displayed in 3rd person. (By iocmet)
  • Fix cave sounds not playing at all
  • Elytra flight can no longer proliferate with Thaumcraft haste boots enchantment
  • Fix a button mixin causing a crash with some mods ( #390 )
  • Fix spectator managing noClip/invisible state for non spectators, causing mods that trigger noClip to not work any more.
  • Composters had 6 levels instead of 7
  • Fix armor equip sounds playing when leaving spectator
  • BOP sponge patches in coral reefs now generate as wet sponges if present ( #425 )
  • Fix BuildCraft causing Ocean Monuments to trigger RNG bugs with End pillars (wtf) ( #410 )
  • Lanterns can now be placed on slabs and stairs, or hang off of the bottom of fences ( 352 & #372 )
  • Torches can now be placed on EFR walls ( 323 )
  • Smooth sandstone and smooth quartz now drop from their old slab variants, as did smooth stone ( 428 )

Et Futurum Requiem 2.5.1: Tiny Tweaks

26 Sep 06:15
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Aaaaand welcome to the inevitable bugfix release shortly following a major Et Futurum Requiem version!

Additions:

  • Added a config option in world.cfg to change the husk/stray spawn behavior back to the old behavior, where it'd be a part of the regular entity spawning table instead of replacing 80% of zombies or skeletons exposed to the sky.
    • This is a response to #332 where OptiFine breaks the sky-exposure spawning logic. Gotta love OptiFine breakages =.='
  • Added a config option to toggle honey blocks, honeycomb blocks, honeycombs and honey bottles separately from bees for pack authors who want to use them without backported bees.
    • If you disabled the bees and want the blocks and items to stay disabled you'll need to turn this off. Bee nests and beehives are still tied to bees being enabled.
  • Added the new sponge block sounds from 1.20.2, as well as the absorbing sound, removed the water particles and stone sound when absorbing water.

Fixes:

  • Oak Chest Boat recipe is no longer broken
  • Deepslate slabs now output 6 instead of 4
  • Smooth quartz slab now has a recipe
  • Copper block recipes are now consistent
  • Bees no longer throw a rare crash relating to their path finder
  • Spectating entities no longer the server

2.5.0: Bugs and Blunders Alpha 1

26 Aug 21:47
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Pre-release

Note: This is NOT the latest release, GitHub just stupidly moved it to the top because I needed to change the tags. The release candidate below is the latest beta for EFR, NOT this one.

  • MAJOR internal code rewrites. Far too many to list, but developers who actually care about this might prefer to look at GitHub commits anyways. 2.5.1 or 2.6.0 may get more rewrites additionally.
    • This should make development easier for me and hopefully future contributors.
  • The API package should be more complete. An API-only jar might come soon for ease of development.
  • InterModComms support is also planned to be added before release, for mod devs who don't want to add any build dependencies to use the Et Futurum Requiem API

Additions:

  • Bees, hives, and honey!
    • Bee nests currently require a mixin to generate. If you need to turn this mixin off, for now the only other way to obtain bee nests is by planting an oak, birch, natura sakura, willow or maple trees, and having a flower within two blocks of the sapling on the same y level. This will give the tree a 5% chance to generate with a bee nest.
  • NEI support for the composter. (Thanks, @Yoghurt4C)
  • Composters can interact with hoppers. (Thanks, @embeddedt)
  • 3D inventory model for beds. This can be turned off to restore the Bedrock Edition-style item sprites. (Thanks, TheMasterCaver)
  • New mixin for falling dust particles under falling blocks.
  • Falling concrete now interacts with water.
  • A few more blocks get EFR block sounds and some meta blocks like Tinker netherrack multibricks get them now too.
  • Light blocks for creative mode. These are invisible light sources that, like air, can be replaced. They can only be selected when holding one in your hand.
  • Spectators can now open ender chests
  • Configuration for lang key overrides, and if a feature related to an override is turned off, the corresponding override won't apply in-game. (eg turning off colored beds no longer will rename vanilla beds to "red bed")

Fixes:

  • Removed some garbage from layer deepslate world gen code. This should speed up worldgen a little bit with layer deepslate enabled. It's still quite costly but should be less so now.
  • Observer notifications are disabled during world gen. This might break flying machine chunk loaders but also reduces world gen time by ~12% (Thanks, @makamys)
  • Fix beacons playing the deactivate sound when placed if tile replacement was used to swap them to Et Futurum Requiem beacons
  • Players not hearing their own hurt sound under some conditions (typically death)
  • Stray render their arms in the right place and the coat layer is properly shaded
  • Geode spawning check should now be more accurate
  • Husks and strays now use biome tags and only spawn replacing their respective mobs when exposed to the sky.
  • Inverted daylight sensors no longer have issues updating the redstone next to them when inverting.
  • Bounciness from beds/slime blocks can no longer be "stored"
  • Beacon ambience no longer crashes
  • Some mesa mineshaft crashing (maybe???)
  • Flowers now use the built-in biome decorators.
  • Rabbits getting a random fur color instead of a biome-specific one. (Works with most modded biomes, some incompatible biomes will default to getting a random coat)
  • Spectator mode no longer makes the first-person hand invisible when switching out of it
  • Spectator mode no longer plays a block breaking sound when attempting to hit blocks, and no blocks produce any particles.
  • Spectators can no longer trigger hand-item-related actions from blocks they can open (eg upgrading a shulker box, dying an Ender Storage chest)
  • Spectators no longer update chests, barrels, or shulker boxes and they are now opened silently with no animation.
  • Spectators show a crosshair when hovering over a block they're allowed to open.
  • Possibly improve the performance of barrier particles
  • Stone now crafts 6 stone stone slabs instead of 6 double stone slabs.
  • Fixed sounds not being downloaded in cases.

Other Changes:

  • The layers for the calcite and smooth basalt layers of amethyst geodes, and fossils are now fully configurable instead of only being able to select from certain blocks. If the block does not exist it will fallback to stone. Fossils may be changed to have quartz pillars as their fallback.
  • Cave sounds now use an internally generated sounds.json, instead of a sounds.json in the EFR jar.
  • The "Decoration Only" tooltip for some 1.14 blocks now is translateable.
  • Many textures and lang keys have been renamed, they all should now use modern naming conventions. If any texture does not have the same name as modern, that is a bug and should be reported. The only exception is barriers and light blocks, since blocks cannot use textures from the item atlas.

Et Futurum Requiem 2.5.0: Bugs and Blunders - Release Candidate 1

14 Sep 19:38
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This jar is functionally identical to beta 3, except for one line of code was changed in the piston code to remove unnecessary math.

If no more major issues are found, this jar in its current state will be released shortly following the release of GregTech 6.

Et Futurum Requiem 2.5.0: Bugs and Blunders - Beta 3

13 Sep 06:08
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New changes:

  • Added chains.
  • Fixed incompatibility with Headcrumbs.
  • Default beds use the wood material and the wood sound change only applies to vanilla beds, and when dyed beds are enabled only.
  • Changed new potions to use individual textures instead of a sheet.
  • Fixed being unable place torches, lanterns and probably other blocks on top of walls.
  • Creepers that explode with a potion effect will now create a lingering potion cloud of the potion effects they had.

Changes from last build:

  • Skin backport is now default to false
  • Fixed prismarine animation not being interpolated
  • Fixed Back in Slime backport (betterPistons) being able to destroy unbreakable blocks, fixed issues with destroying blocks that were supposed to drop when pushed, like Shulker Boxes, and fixed 1-tick pulse functionality being broken (Thanks @DrParadox7!)

Et Futurum Requiem 2.5.0: Bugs and Blunders - Beta 2

04 Sep 22:40
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New changes:

  • Slime block volume is no longer tied to the hostile mob sound slider.
  • Seeds is now called "Wheat Seeds" when lang overrides are enbaled.
  • Beacons now use OreDictionary when detecting colored glass, allowing it to work with modded colored glass. When colored beacons are enabled new tags are added to TConstruct glass to properly detect them as colored since they're improperly tagged.

Changes from last builds:

  • Worldgen checks should now be more reliable, no longer erroneously detecting badly tagged modded superflats as valid terrain.
  • New betterPistons functionality no longer has dupe bugs, is compatible with some modded slime blocks, overall far more stable.
  • Fixed 3D beds briefly breaking hand item's alpha when picking them up.
  • Bees carrying nectar no longer cause random entities to crash.
  • Bees tied to a lead no longer cause major TPS drops, and fix possible memory leak with bee pathfinding.
  • Fixed betterPistons not updating neighboring blocks. (previously broke some piston door designs)
  • Beehives, and honeycomb blocks now are only crafted with materialHoneycomb tagged items.