- Item holders are now initialized with suppliers
- Reduced redundancies with defining and registering custom item rendering
- Removed the Gardens module
- Fixed some colors in the existing custom item models
- Added the analog belt pulley, an encased belt with adjustable speed transfer
- Added an analog redstone lever
- Fixed motor values jumping inconsistently
- Stabilized Rotation propagation a little
- Formatted numbers shown when wearing goggles
- Kinetic blocks no longer convey weak redstone power to neighbours
- Removed obsolete overlay text for rainbow debug
- Fixed Deployers not updating placed/removed fluids consistently
- Fixed Crash when entities placed by a deployer drop loot
- Added vertically connected glass blocks for all wood variants
- Added horizontal and vertical connected windows in a neutral style
- Fixed Oxidizing blocks not progressing when next to enclosed blocks
- Kinetic blocks can now be harvested by axes and pickaxes
- Shafts have less obnoxious placement behaviour
- Fixed belts not dropping casings and shafts when broken
- Fixed belt tunnels not synchronizing properly
- Fixed blockzapper rendering strangely when no block is selected
- Funnels can now directly insert items that players activate it with
- Flexpeater -> Adjustable Repeater
- Added the Adjustable Pulse Repeater
- Removed old Advancement managers
- Removed all unfinished logistical features from the registry
- Added new Crafting ingredients
- Added Sand Paper, for a polishing recipe type and repairing tools
- Changed Blockzapper materials
- Added the ability to include catalyst-ingredients in processing recipes
- Added some ingredient/output count validation for processing recipes
- Deployers now spawn particles when using certain items
- Players can now interact with the deployer to swap held items
- Belts now accept brass casing instead of logistical casing
- Introduced a new material chain
- Added a whole bunch of recipes
- Extractors and Transposers now work when attached on belt casing
- Removed extraction delay for extractors putting items on belts
- Funnels and transposers now insert onto belts with their corresponding input direction
- Chained belts no longer space items out to 1.5m
- Belts now merge items properly
- Extractors, funnels and Transposers now take turns when inserting to/extracting from belts
- Inserting items on a segment no longer skips belt attachment processing
- Fixed belt tunnels not flapping properly when items are exactly 1m apart
- Overlapping items on merging belts should now have less z-fighting issues
- Fixed Transposers pulling more items than it can insert
- Fixed a few items in value boxes not displaying properly
- Added a few new sprites for crafting ingredients
- Reworked the Connected Texture system
- Added Limestone Layers to test custom CT spriteshifts
- Migrated existing CT blocks to use the new system
- Crushing wheel controllers no longer crash when in a schematic
- Belt tunnels can now act as backup-friendly belt mergers
- Funnels can now pick up items touching them when not in belt mode
- Fixed taking items from belts with right-click
- Fixed crash when placing redstone links
- Added a TileEntity behaviour Interface
- Added SmartTileEntities, able to execute behaviours via delegation, replacing old Interface-based approaches
- Re-Implemented Filterable tiles/blocks as a TEBehaviour
- Re-Implemented Redstone-Linkable tiles/blocks as a TEBehaviour
- Added a base block for directional logistical attachments
- Belt Funnels are now Funnels
- Funnels can now face any direction
- Added Transposer blocks and Linked Transposer blocks (missing extraction behaviour)
- Unified in-world itemslot rendering used by filters and links
- Re-designed funnel, belt funnel and belt observer to match the extractor
- Started work on improved logistical casings
- Encased belts can now connect in larger groups
- Kinetic blocks break when their speed changes too frequently
- Removed some unused assets
- Fixed Clutches not working properly
- Organized imports and packages
- Encased fans are now directional and only emit air flows on one side
- Reworked particles emitted by fans and in-world item processing
- Air flows can now morph into different particle types along the way
- Air flows are more precise about being blocked or not
- Nerfed sand washing
- Linear Chassis (formerly translation chassis) now connect textures
- Added Engineer's Goggles
- Added Custom Particle for Speed level indications
- Added Volcanic Rock and the ability to give blocks smooth colors based on their position
- Added the Mechanical Mixer for automated shapeless recipes
- Added the Basin holding multiple items for processing
- Added a Wrench for manipulating Scrollvalues, picking up and rotating kinetic blocks
- Extractors and Funnels now require a block to attach to
- Fixed Animation ticks being synced with the server world time
- Fixed "Magical Soaryn Gears"
- Gearboxes can now connect to each other directly
- Fixed Belt items not stacking even after finishing a link
- Fixed id downcasing not working properly in non-english environments #25
- Removed event subscriber annotations for mod & registry events
- Added more displayable slots in the Washing JEI view
- Fixed Windowed blocks referencing IBakedModel on the server
- Changed stairs to use blockstate supplier
- Fixed Symmetry Wand crashing when configured in the off-hand
- Fixed "Hold Shift" in tooltips not being translated
- Chassis now drop applied slime balls
- Slime Balls are now craftable
- Mechanical Belts now lock living entities in place
- Blockzapper recipes can now be viewed from the uses of their ingredient materials
- Configured FlexPeaters now synchronize with other players
- Fixed client crash when rendering lava in a deployed schematic #15
- Made encased fans a little less expensive
- Added other coral types to tree fertilizer recipe
- Added a new Villager type for delivering packages
- Added the Logisticians Table
- Added Package Funnels
- Added a generic colorable indicator tileentityrenderer
- Added Logistical Controllers
- Added Logistical Casings
- Added the Logistical Index
- Added a Logistical Dial
- Started laying out logic for Logistical Networks
- Added ability to put glass panes inside partial blocks such as Fences, Stairs and Slabs.
- Added Tiled Glass and Tiled Glass Panes
- Fixed Translation Chassis pulling blocks even without being sticky
- Added Palette Blocks to corresponding tag groups
- Added translation to zh_cn (Thanks to Thirace446)
- Split gearboxes into two interchangeable Items
- Cached rotating models no longer get their UVs screwed by resource reloading
- Added Limesand and Recipes, Fixes#11
- Added Block Tag for everything usable by the Generating Encased Fan, Fixes#12
- Fixed FlexPeater not able to be configured while pulsing
- Stealth nerfs
- Fixed Blockzapper upgrades not registering correctly, Fixes#14
- Updated Stair recipes, Fixes#10
- Fixed Schematic sender crashing while finishing an upload
- Fixed Corner models for reversed Stair Blocks
- Fixed crash on startup without JEI
- Mechanical Belts can now be dyed with any color
- Added the Mechanical Press with a new Pressing recipe type
- Added the belt support, purely decorational
- Added the FlexpeaterTM
- Added some unspectacular ingredients and recipes
- Added config values to toggle the modules of create.
- Added config options to disable unstable features in case of a crashloop.
- Cleaned up the Encased Fan TileEntity
- Changed in-world processing from static lists to item nbt.
- Removed old chassis blocks
- Added new chasses with configurable range of effect
- Added the mechanical bearing and rotation chassis
- Motor speed can now be configured
- Added the Detector, along with item filtering interfaces
- Added filtering to Extractors
- Fixed some items jittering on belts
- Added text to Frequency and Filter slot highlighting
- Added the Pulse Repeater, a simple Pulse former circuit.
- Added a Belt Funnel, along with a generic belt attachment interface.
- Fans now push or pull entities based on their rotation speed.
- Added little symbols to extractor and funnel item models
- Gearshifter -> Gearshift
- Added the Clutch, using the prior model of the Gearshift
- New Model for Gearshift
- Generalized conditional shaft connectors for rendering
- Added Screens for Flexcrate and Stockswitch
- Added Models for Flexcrate and Stockswitch
- Added Container and Inventory to Flexcrate
- Redstone bridges are now divided into senders and receivers
- Fixed some GUI inconsistencies and repetitive code
- Added an option to register stairs, slabs and other together with the main Block
- Added Skeleton for FlexCrate
- Added Skeleton for Redstone Bridge
- Added Skeleton for Stockpile Switch
- Generalized tooltips between blocks and items
- Added more tooltips to existing blocks
- Crushing wheels can now apply recipes to contained items
- Added a new generic recipe type for processing
- Improved Crushing Wheel model
- Improved gui models of large wheels
- Improved gui models of harvesters and drills
- Added several crushing recipes
- Fixed Water wheel updating rotation speeds incosistently
- Added Mechanical Pistons
- Added Chassis blocks for multiblock movement
- Improved memory usage of kinetic renders
- Added Mechanical Harvester
- Added Mechanical Drill
- Visual hints for the Belt connector
- Added Crushing Wheel Model
- Added Encased Belt
- Added Redstone Contact
- Fixed Invalid Schematics crashing on shift-right-click
- Added a variety of building materials
- Updated textures of kinetic blocks to be rotation independent
- Fixed axes rotating with fixed shaded sides
- Limiting belts to 45 Degree angles allows for actual hitboxes and vanilla model action
- Animation now only moves around the texture coordinates of cached vertices
- Tidied up and renamed Classes
- Added useful tooltips to all items
- Added tooltips to blueprint overlay tools
- Made Schematic And Quill more bearable to use
- Changed rendering order for blueprint overlay, Fixes Issue #1
- Blocks fired now follow a semi-reasonable trajectory
- Added models and animations
- Added a Creative block for use with the cannon to ignore materials