FTBRevelation-1.5.0-1.12.2.zip

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    FTBRevelation-1.5.0-1.12.2.zip
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Supported Minecraft 1.12 Versions

  • 1.12.2

Changelog

FTB Revelation-1.12.2-1.5.0

Mod(s) Updated

  • Actually Additions by Ellpeck (r128 > r130)
    • Added an extra null check to canFillFluidType.
    • Added a config for the fur ball drop chance.
    • "Feeder has gained +5 INT".
    • The Greenhouse Glass recipe now makes 2 glass, and uses a single empowered palis crystal.
    • Fixed: Biocoal burn time is now 800 again, instead of 80. Whoops.
    • Fixed: Worms shouldn't show up from areas that cannot be tilled.
    • (Hopefully) fixed desync issues with the 5x5 and 3x3 drill.
    • Fixed the drill not breaking blocks of similar hardness in 3x3 or 5x5 mode.
    • Fixed the default farmer casting every IPlantable to a BlockBush.
  • Advanced Rocketry by zmaster587 (1.2.6-50 > 1.2.6-54)
    • Made some internal changes, trying to address custom sky textures not working on Moon/planets.
    • Fixed a crash related to the "Oxygen Trace" button from the oxygen vent GUI.
    • Added an oreDict entry for lunar soil.
    • Artifacts can now have a minimum stacksize.
    • Fixed sunset not existing, and implemented a new sun texture.
    • Fixed being unable to apply Air Tight Seal to armor with Chemical Reactor.
    • Fixed modules getting destroyed alongside the suit part they're installed into, when said part breaks.
    • Fixed the "wenttothemoon" advancement.
    • The center block of a launch pad now can also be a docking pad, to allow easier building and launch planning of a rocket.
    • Fixed the biome changer satellite not working with certain power configurations.
    • Fixed several bugs related to the space elevator, including visual glitches and dissapearing chips.
    • Fixed rockets not going mining in some cases.
  • Applied Energistics 2 by AlgorithmX2 (rv5-stable-5 > rv5-stable-8)
    • Added missing sky stone brick recipes.
    • Reworked fuzzy comparison for 99 percent threshold to be identical in all cases.
    • Fixed: Torches should not be placeable on cranks.
    • Fixed: Upgrade inventory dupe bug due to ignoring player hand.
    • Fixed: Energy providers/requesters being incorrectly removed on simulate.
    • Fixed: Will now avoid caching the model for facades locally, and will keep a ModelLoader reference around.
  • ArchitectureCraft - ElytraDev Version by bk1325 (1.20 > 2.68)
    • Renamed .smeg files to .objson, as it's a bit more descriptive that way.
    • Added support for BlockColors, FlatColoredBlocks now works.
    • Add oreDictionary support to recipes.
    • Added a converter for old tile names (1.10 maps should port fine now).
    • Overall codebase has been refactored and made cleaner.
    • Added support for ProbeData/FruitPhone.
    • Probably some more things.
  • Astral Sorcery by HellFirePvP (1.8.4 > 1.8.5)
    • Note: After updating to this version, keep in mind to visit all of your dimensions that contain celestial gateways in them again before they can continue to work properly. This is due to the new loading mechanism/filter.
    • Shift-right-clicking a crystal lens or prism will now unlink it from all destinations instantly.
    • The Grindstone now can be emptied with shift-right-click while having item in offhand.
    • Fixed random-bounding issues with several ritual effects.
    • Fixed issues with crafttweaker recipe removals not removing recipes.
    • Fixed minor crafttweaker method naming typos (the old methods still remain btw, so you don't have to change stuff).
    • Fixed keyboard-key zoom in journal not working.
    • Fixed skybox/constellation-appearance & telescope desync weirdness.
    • Fixed evorsio ritual breaking its own anchor-block when not yet linked.
    • Fixed bleeding perk applying itself to the player who causes the bleeding.
    • Allowed for journal item-lookup to redirect to the exact same page.
    • Fixed lightbeam vanishing when worlds don't unload correctly (should hopefully fix that weird bug where lightbeams randomly vanish thanks to certain chunkloading mods that don't wanna fix their stuff on their end).
    • Fixed altar slots for higher tiers being accessible even if the altar is on a lower tier.
    • Fixed cave illuminator occasionally causing chunkloading.
    • Fixed tank logic for chalice overfilling.
    • Fixed treasue shrine crash if there's no stronghold in the world and/or the worldprovider doesn't handle the lookup properly.
    • Fixed chalices sometimes randomly stopping their interactions.
    • Fixed ritual pedestal sometimes losing its lens-positions for no apparent reason.
    • Fixed ritual pedestal not stopping its effect after removing the catalyst crystal.
    • Fixed ritual pedestal constant-effects not working properly (i.e. lucerna) and stacking-effects of certain rituals not working as intended (i.e. discidia).
    • Fixed 2 constellation papers occasionally assigning itself twice to the same constellations if picked up in very quick succession.
    • Fixed gateway cache only loading worlds that previously got a gateway loaded in them.
    • Fixed teleport-event not firing for gateway teleportation.
    • Fixed incompatibility with universal remote's player override.
    • Added a missing check, to confirm starlight transmutation actually transmutes the correct block into the desired result shortly before doing so.
    • Fixed aevitas-breedables crashing with animania animals.
  • B.A.S.E by lanse505 (3.5.1 > 3.6.1)
    • The wrench now rotates blocks.
    • Changes related to the Material System:
      • Added Ore Sample part.
      • Added a config option for "max item part size".
        • Fixed: When using Max Size 1, all Items had the Same Registry Name, which crashes the game.
  • Bookshelf by Darkhax (2.3.522 > 2.3.523)
    • Fixed dropBlockSafely not being static.
  • Botania by Vazkii (r1.10-352 > r1.10-353)
    • Removed the tickable property from some tile entities for optimization.
    • Blazes spawned from a Fel Pumpkin now get their drops from a loot table.
    • Changed a bunch of stuff internally that you won't really notice.
    • Detector rails can now accept a signal from mana pool minecarts.
    • Hid the helments of revealing from the recipe book since TC isn't here yet.
    • Improved network usage by using vanilla block events where applicable.
    • Made the Tainted Blood Pendant update the potion effect sooner to prevent possible network desync.
    • The Manastar now uses server side information.
    • The Ring of Far Reach now uses the new forge reach attribute instead of being a massive hack.
    • Updated TC interface references to the new lowercase mod ID in case it updates anytime soon.
    • Updated the baubles dependency to the latest version, fixing crashes when used with it.
    • Fixed a crash when unequipping active baubles.
    • Fixed a crash while holding the Lexica Botania and the sneak key.
    • Fixed Blaze Meshes turning into Blaze Powder instead of Blaze Rods. (TheWhiteWolves)
    • Fixed Hopperhocks not sorting properly with quark variant chests. (quat)
    • Fixed Loonium spawning creepers with infinitely long potion effects that are propagated to the player.
    • Fixed mana pools with sparks constantly sending network packets if there's nothing going on.
    • Fixed Mana Splitters and Manastars loading chunks when placed in chunk borders.
    • Fixed some Portuguese Pavement double slabs having the wrong color.
    • Fixed the animated torch not causing block updates in some cases.
    • Fixed the config GUI being broken.
    • Fixed the crafty crate textures for the 3x2 and 2x3 patterns being the same. (quat)
    • Fixed the flugel tiara flight bar conflicting with the breath indicator while under the effect of a water breathing potion.
    • Fixed the Hovering Hourglass sending a needless amount of network packets and causing needless chunk redraws.
    • Fixed the lexica recipe pages for toggle and fork luminizer being switched. (quat)
    • Fixed the Planestrider's Sash recipe not being shown properly. (TheWhiteWolves)
    • [API] Pure Daisy recipe inputs can now be state sensitive.
    • [API] Increased Version Number to 89.
  • Career Bees by RWTema (0.2.0 > 0.3.0)
    • Added Business bees (sell items for emeralds).
    • Added Junk Seller bees (sell emeralds for items).
    • Added Bensen bees (play 'jazz').
    • Plague bees will now cure zombie villagers.
    • Optimized memory handling on clients.
    • Fixed render issues with the bee gun.
  • Chest Transporter by CubeX2 (2.8.7 > 2.8.8)
    • Added support for YABBA, Dungeon Tactics and Binnie Core.
  • Chisels & Bits by AlgorithmX2 (14.11 > 14.13)
    • Added support of IItemHandlers in for bit extraction logic.
    • Added a new method in API, getParameter to retrieve runtime values.
    • Added a new setting to enable/disable face compression for C&B models.
      • Defaults to enabled, this just allows you to turn it off if you want.
    • Added several trouble shooting options.
    • Added two new configuration options, voidExcessBits and requireBagSpace.
    • The mod will now convert supported little tiles blocks into C&B Blocks when you interact with them with C&B Tools.
    • The mod now posts EntityItemPickupEvent when adding items to player inventory.
    • Fixed an issue where C&B detects non-lit model faces as being lit in certain instances.
    • Fixed: server always returning false for block rendering.
    • Fixed a crash when using incorrect logic to determine Item Names.
  • Compact Machines by Davenonymous (3.0.5-b184 > 3.0.6-b192)
    • Improved rendering of TE ducts.
    • Fixed rendering of e.g. Botania and some other TESRs.
    • Added rendering of TileEntities/TESRs in Recipes.
    • Fixed rendering of TE machines breaking if they are first seen in a Machine View.
    • Fixed Machine View rendering when some types of mobs are present.
    • Added command to copy the currently held item to the clipboard. This is useful when creating custom recipes for items containing NBT data etc.
    • Added the ability to specify these kind of stacks in the first place.
    • Copying the shape of new recipes to the clipboard has been reworked and now accounts for Tile Entity data: You might need to recreate your recipes containing Tile Entities, sorry about that. But they render now, which is nice :)
    • Example Recipes with some of the new features mentioned here are included, but disabled.
    • Recipes are now being rendered using GL display lists significantly improving performance. The same method is used when rendering recipes in JEI and during crafting operations.
  • CraftTweaker by jaredlll08 (4.1.0 > 4.1.2)
    • Fixed SymbolScriptReference.
    • Changed again how the scriptReference works, now uses the "scripts" keyword.
    • Fixed a CME error with removebyname.
    • Fixed some shaped recipes being removed.
    • Now all string methods should work, except for those with chars as they are not in ZS!
    • Fixed block hardness.
    • IItemDefinitionssubItems getter.
    • Added a method to get subItems using the creativeTab, if the subItems getter doesnt work.
    • Fixed CTGUI misplaced commas.
    • Globals in subfolders work now.
      • Generated Files now generate for files in subfolders as well (they use the same folder structure).
    • Made oreDict matching more efficient.
    • Fixed getHarvestTool returning null, now returns an empty string instead.
    • getFirstItem now doesn't throw an exception if the item list is empty.
    • Fixed furnace.removeAll().
  • /dank/null by TheRealp455w0rd (1.3.30 > 1.4.31)
    • Added oreDictionary support on the /dank/null.
      • Added a blacklist/whitelist config to the OreDictionary feature.
    • Added a config to change how the /dank/null should be opened.
    • Added a blacklist for the Creative /dank/null.
    • Added a bit of chisel support: when hovering a chiseled block within the /dank/null GUI, the variant name is now the first piece of info listed.
    • Fixed an item duplication case "on Ctrl+Click".
  • Environmental Tech by ValkyrieofNight (2.0.6b > 2.0.7b)
    • No changelog was provided by the mod author.
  • ET Lunar [Environmental Tech Addon] by ValkyrieofNight (2.0.6a > 2.0.7a)
    • No changelog was provided by the mod author.
  • Extra Utilities 2 by RWTema (1.7.2 > 1.7.3)
    • Added a "Transfer Node (Energy)" that can transfer up to 10,000 RF/Tick.
    • Buffed "Magic Wood" to break much less often.
    • The "Mining Upgrade" no longer requires GP.
  • Extreme Reactors by ZeroNoRyouki (0.4.5.45 > 0.4.5.46)
    • Applied a temporary fix for OC interface slowness.
      • Note: You must break and replace your Computer Ports.
    • Removed duplicated registration of blockManyullyn turbine's coils.
  • Flux Networks by Ollie_Lansdell (3.0.2 > 3.0.3)
    • Added a new config option to limit the number of networks players are allowed; this is disabled by default.
    • Flux Storages now show their maximum storage in their tooltip.
    • Before networks are deleted, you must now confirm their deletion, to avoid accidental deletion.
    • Implemented more efficient packet handling.
    • Players in creative mode can now view and connect to all networks on a server.
    • Players in creative mode can now also access/delete networks regardless of ownership.
    • Plugs/Points will now connect to Immersive Engineering connectors.
    • Fixed being unable to create a new network if one is already selected.
    • Fixed Flux Storage rendering weirdly, and disturbing nearby blocks also.
  • Forestry by SirSengir (5.7.0.238 > 5.8.0.242)
    • Added IMC messages for mods to blacklist dimensions in.
    • Added deprecated circuit replacement.
    • Made cultivation farms more expensive.
    • Rounded fertilizer values.
    • Fixed some imports in code.
  • GraveStone Mod by EuhDawson (1.10.0 > 1.10.1)
    • Worked around a grave duplication when used with SpongeForge.
    • Fixed a crash on start.
    • Fixed: Snow layers can no longer be placed on top of a grave.
  • Immersive Petroleum by Flaxbeard (1.1.6 > 1.1.7)
    • Added Napalm, created using Gasoline and Aluminum Grit.
    • Added CraftTweaker support.
    • Corrected resource amounts needed for the Distillation Tower in the Engineer's Manual.
  • Industrial Foregoing by Buuz135 (1.7.0-114 > 1.7.1-116)
    • Added a config option to disable the StoneWork integrations.
    • Added some oreDictionary entries to some items.
    • Allowed books in the enchantment factory.
    • Improved the Animal Feeder code to work properly and more efficiently.
    • The Mob Crusher won't void items if full anymore, instead it will reduce the item lifespan to 1 minute.
    • The mod will now clear fake player cache on world start so it doesn't stop working in world relog.
    • Changed the BHTank to fill containers when right clicked.
    • The Mob Crusher won't void xp orbs if full anymore, instead it will reduce the orb lifespan to 1 minute.
    • Fixed some NPE in the Fluid Crafter.
    • Fixed enchanted items not being allowed in the Enchantment Applicator.
    • Fixed the BHUnit accepting items that doesn't belong if empty.
  • Iron Backpacks by gr8pefish (3.0.4 > 3.0.5-6)
    • [Internal] Re-added build number to build script.
    • Fixed: backpack being stuck when moved via number-keys into the open backpack.
  • Just Enough Items (JEI) by mezz (4.8.5.138 > 4.8.5.147)
    • Improved the error message for when a recipeHandler.getRecipeWrapper fails.
    • Added a Boolean to ignore set restriction when transferring recipe items.
    • Fixed Error Info for null fluids.
    • Added a config for maximum width of the ingredient list.
    • Fixed a crash with JEI Villagers and Primitive Mobs.
    • The mod now depends on latest Forge version, so it can crash properly.
    • The mod now uses getValuesCollection, present in latest Forge, instead of getValues.
  • LibVulpes by zmaster587 (0.2.7-25 > 0.2.8-27)
    • Fixed being unable to apply Air Tight Seal to armor with Chemical Reactor.
    • The center block of a launch pad now can also be a docking pad, to allow easier building and launch planning of a rocket.
  • MalisisCore by Ordinastie (6.3.2 > 6.4.0)
    • No changelog was provided by the mod author.
  • MalisisDoors by Ordinastie (7.2.4 > 7.3.0)
    • No changelog was provided by the mod author.
  • McJtyLib by McJty (2.6.2 > 2.6.3)
    • Several fixes and updates.
  • NotEnoughWands by romelo333 (1.6.0 > 1.6.1)
    • Fixed a problem with some blocks not being swappable due to meta.
    • Blacklisted Refined Storage blocks from moving/displacement wand (it may be needed for one to remove the config file for this to actually work).
    • Fixed the moving wand so it doesn't accidentally void blocks that don't take a full blockspace (like torches and conduits).
    • Fixed the capturing wand not correctly restoring the NBT of a mob.
    • The mod now uses the non deprecated getPickBlock().
  • NuclearCraft by tomdodd4598 (2.9 > 2.9d)
    • New fission reactor mechanics are now enabled by default.
      • All newly crafted controllers will use the new mechanics.
      • Old controllers will still use the old mechanics but can be updated through crafting.
    • Added Fluid Extractor - extracts Helium-3 from moon turf!
    • Added a config option to disable the registering of fission fluid blocks - useful if running out of block IDs.
    • Added 'fixed' info option for language files that shows before shift is pressed.
      • Use the .fixd and .fix# suffixes.
    • Added config options for the spread and generation of glowing mushrooms.
    • Added crushed coal incase it is not added by other mods - it is required to make graphite.
    • Removed active cooler console spam.
    • Multiple fission ports on a reactor will now output energy at the same rate.
    • Made localisation unique to avoid any conflicts.
    • Cleaned up logging to show only important information.
    • Minor recipe additions and tweaks.
    • Buffers will now only push items and fluids into particular machines, such as Active Coolers and Processors.
    • Increased the rate of active water cooling, in response to the new placement rules.
    • Fixed machines' maximum energy input rate changing with their capacity.
    • Fixed Active Coolers not using up coolant.
    • Fixed localisation errors.
    • Fixed the fluid removal config option.
    • Fixed extension blocks such as Fission Ports dropping the contents of the machine they're connected to when broken.
    • Fixed lithium and boron isotope melting recipes not working.
  • p455w0rd's Library by TheRealp455w0rd (2.0.25 > 2.0.26)
    • Added some new contributor stuff.
  • Pam's HarvestCraft by MatrexsVigil (1.12.2l > 1.12.2o)
    • Added Raw Tofuduck (makes 5; takes toolCuttingboardfoodFirmtofucropSeaweedbreadcropSpiceleaf) and Cooked Tofuduck.
    • Added Pork Rinds and Cracklins (uses materialPigskin from Pam's Pig Skin, recipes will still show up without said mod but won't be craftable without the mod installed).
    • Added a new config, smeltsquidintocookedFish: defaults to false; enable to have raw calamari smelt into cooked fish instead.
    • Added a new Item: Garlic Coin
      • Made with one garlic and one gold nugget, can be set as currency for the Market/Shipping Bin. (by default, it sets Market currency to 8)
    • Removed the recipe for Cooked Grub (it's now smelted, like all other cooked meals).
    • "Green Heart Fish" can now be smelted to cooked fish.
    • All bait recipes are now 3 string, 1 item = 4 bait, to make them more worthwhile.
    • Raw Tofurkey now uses bread's OreDictionary label in its recipe, now makes 5.
    • AGE is now CROPS_AGE, in order to fix issues with Hunger Overhaul.
    • Fixed: All beekeeping config options should now show up properly under Beekeeping label and work correctly.
  • Quark by Vazkii (r1.4-121 > r1.4-122)
    • General:
      • Quark walls will now connect properly to vanilla walls.
      • The website config importer will no longer enable experimental features.
    • Automation:
      • Loading the mod alongside Animania will now disable the module in charge of animals eating food from the ground.
    • Vanity:
      • Fixed a banner dupe with boat sails.
    • World:
      • Lush underground biomes will no longer be in a loop up to infinity if they spawn in a world with void.
      • Natural blazes can now spawn on every nether biome, even ones provided by mods.
  • RebornCore by modmuss50 (3.6.4.194 > 3.6.5.197)
    • Added Turkish translation.
    • Refactored onBlockActivated.
  • Reliquary v1.3 by P3pp3rF1y (1.3.4.728 > 1.3.4.733)
    • The Emperor Chalice can now fill and empty vanilla cauldrons.
    • Potion map parser now checks the format of entries in the config, and logs incorrect entries with a helpful message.
    • Fixed a dupe bug for mob charms that was possible because multiple Charm belts used to stack. now they are no longer going to stack.
    • Fixed blacklist of entities for both interdiction torch and rending gale.
    • Fixed issues with shots sometimes staying alive way too long - one issue with them not being set to dead when they hit ground and the other with the maximum live duration where they would be able to get into unloaded chunks.
    • Fixed glowstone and gunpowder witch hat recipes to not be mirrored and take over the recipe of one another based on recipe load order.
    • Changed from snow_layer to just snow block as a based of particles for rending gale and shears of winter. Hopefully fixes crashes some people had related to these.
  • RFTools by McJty (7.23 > 7.27)
    • Screens can now be placed facing up and down, and they can still be placed to face any of north/south/east/west while facing up or down.
    • Filled syringes will now be returned as empty syringes when used in crafting.
    • Creative screens can now connect to screen controllers if one of their modules needs it (like computer screen modules do). They still won’t consume power.
    • Made the machine base and wire block crafting recipes work anywhere in the crafting grid.
    • Converted to Minecraft’s new resource format (version 3).
    • Made pick block, WAILA, and TOP handle large screens correctly.
    • Renamed a lot of things called “modules” to make it more clear what they’re each for.
    • Documented the computer screen module.
    • Made the builder play the correct sounds for blocks with state-sensitive sounds.
    • Added arrows to show which side the ender monitor, inventory checker, and sensor get their inputs from.
    • Fixed newly-placed blocks not recognizing pre-existing redstone signals until they received a block update.
    • Fixed dialing devices always showing up as dialed.
    • Fixed blocks briefly facing the wrong direction upon being placed.
    • Fixed startup logspam about OBJ models.
    • Fixed typos and errors in the manual.
    • Fixed the builder playing blocks’ break sounds instead of their place sounds when placing them.
    • Did a couple bugfixes related with placement of logic blocks.
    • Fixed crashes with elevator blocks.
    • Some refactoring and code cleanup.
  • Rustic by mangoose3039 (0.4.7 > 0.4.8)
    • Removed nbt tag check from crushing tub recipes.
    • Allowed desert type plants to grow on fertile soil.
    • Slightly tweaked wildberry bush color.
    • Made wildberries grow slightly slower.
    • Fixed wildberry bushes not spreading when bonemealed.
  • SecretRoomsMod by AbrarSyed (5.1.13 > 5.2.7)
    • Trying out a new form of rendering, may cause some lag, may fix lag. If it causes lag, please make a issue on the issue tracker.
    • Added a new item, Energized Camoflage Paste.
      • It can change non secret room mod blocks while keeping the same functionality.
      • To obtain it, throw 5 camo paste into fire. Camo paste cant be killed by fire.
      • Shift Right Click a block disguised with Energized Camo Paste to remove the paste.
      • You can find more up to date info in the mod's official wiki.
      • Added an opt-in for blocks with TileEntities, when it comes to Energized Paste. To add a block, simply add it into the config.
    • Fixed potential issues with some systems due to cache not being cleaned up properly.
    • Some bug fixes.
    • Fixed a potential crash on startup.
    • Fixed an issue with Exceptions being thrown into the log.
    • Finally fixed the issue with UV mapping. (what this means)
    • Fixed having to click twice on TileEntities to change the rendering.
    • Fixed an issue when VBOS wasn't enabled, or when the hardware doesnt support them.
  • Sonar Core by Ollie_Lansdell (5.0.4 > 5.0.5)
    • Increased Inventory Handling efficiency.
    • Uniformed Sonar Core block registering.
    • Mods depending on Sonar Core will now transfer/connect to Immersive Engineering connectors properly.
  • The Lost Cities by McJty (1.0.2 > 2.0.0)
    • New landscape types:
      • Floating: this landscape type generates floating islands on which cities (buildings and streets) can generate. This landscape type is likely not suitable for general overworld play because villages and strongholds are not generated by default. This profile can be useful to set as a type for the Lost City dimension or for specialized packs.
      • Cavern: a nether-like world going up to 128 with bedrock on top. Cities generate in big caverns. This type of map is very dark and dangerous but otherwise useful as a replacement for the overworld. Good luck surviving the first days though.
      • Space: in this landscape type there are big spheres that generate through the world. These spheres can contain cities (but not always) and can optionally be connected with a monorail system. The landscape outside the spheres can be configured as well. There are three example profiles using this landscape type:
        • biosphere: spheres containing jungles and cities and the outside world a wasteland with very badly damaged and ruined cities.
        • space: spheres floating in the void connected with monorails.
        • waterbubbles: spheres floating in a huge ocean connected with monorails.
    • New configuration possibilities:
      • It is now possible to completely disable highways and railways.
      • There are a few new client side configs for fog density, color and the height of the horizon. These configs only work if the client has Lost Cities installed as well.
      • Worlds using 'space' landscape type have an optional secondary profile that is used for the outside. That way the landscape in the spheres can be totally different (including different biomes) from the landscape outside.
      • New configuration options to avoid foliage of all types. You can now avoid mushrooms, flowers, trees, and so on.
      • New configuration option to avoid the vanilla fossil generation. Useful for void type worlds.
      • Supports for bridges and highways are optional and disabled in void style worlds.
    • New asset system options:
      • The 'dontconnect' meta flag for parts will now also avoid generating doorways for floors that are adjacent to a street outside section or the top of an adjacent building.
      • It is possible to define predefined spheres and disable the automatic generation of spheres. Useful for modpack makers. Every predefined sphere can have a different set of biomes.
      • New 'isbuilding', 'issphere', and 'inbiome' conditions. These conditions can be used (for example) to control loot. Using this you can make sure that loot in the wasteland is different from loot in the spheres.
      • It is now possible to use loot tables on dispeners, hoppers, shulker boxes as well as chests.
      • It is now possible to use torches or light sources from other mods and have Lost City orient them correctly based on where they are placed.
      • Added the ability to specify local named palettes in parts now.
      • Cleanup the palette a bit. All rails are now in a separate palette. Keep this in mind if you were using those in custom assets.
      • New 'nowater' boolean metadata for parts to make sure the ~ (air/water) never generates water even if under waterlevel. Used to avoid water in monorail system.
    • Spawns and teleportation:
      • It is now possible to make sure that players spawn in a certain biome, in a certain predefined bity or in a certain predefined sphere.
      • When spawning in a void type world Lost Cities will make sure the player spawns on solid ground.
      • When teleporting to a void type Lost City world (using the bed+skulls system) Lost Cities will find a valid spot to teleport too. In addition Lost Cities will teleport the player back to a spawn bed if it can find one.
    • Other changes:
      • Nicer profile selection gui. You can now see a small preview of the world you are about to create as well as a more verbose description.
      • Better error handling in case chunk generation causes a crash (can be caused by invalid configuration). You get a log entry telling what chunk caused the problem and some information about that chunk.
      • The API has been expanded with new support for the spheres.
      • Added more optional torches to park parts to ensure that the new dark level types (like cavern) are a bit more playable.
  • ThutCore by Thutmose (5.16.0 > 5.16.1)
    • Made some minor tweaks to rendering of block entities (like elevators or crafts).
  • Thut's Elevators by Thutmose (6.0.13 > 6.0.14)
    • Fixed controller blocks built into elevators not working properly.
  • TOP Addons by DrManganese (1.2.1 > 1.3.0)
    • Fixed double extended info when extendedInMain is true.
    • Added Chinese (zh_cn) translation.
  • UniDict by WanionCane (2.3.1 > 2.3.2)
    • Fixed: Immersive Engineering Integration changes were making JEI to not display the secondary outputs.
    • Fixed a mod name being misspelled on IntegrationModule.java.
  • ValkyrieLib by ValkyrieofNight (2.0.6b > 2.0.7a)
    • No changelog was provided by the mod author.
  • Wireless Crafting Terminal by TheRealp455w0rd (3.8.55 > 3.9.58)
    • Fixed Booster Cards dropping from Enderman, even when the config for said mechanic is turned off.
    • Implemented a Creative WCT/Infinity Booster Card.
    • Updated to build against AE2 rv5-stable-8.

Additional Files