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0.6.1-alpha: Healing, freezing, and a lens pass
Pre-release
Pre-release
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_freezableto 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 tagquantimium: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.