###Minecraft 1.12.2 ####Version 1.7-32 - Fixed connectors not rendering properly without IC2 - Fixed parts of the mechanical multiblocks not rendering when Optifine is installed - Changed some values for the mechanical multiblock sound ####Version 1.7-31 - Fixed accidental conversion from FE to EU - Fixed connectors not blowing up as intended ####Version 1.7-30 - Fixed crashes when IC2 isn't installed - Fixed connectors allowing too much power output - Added a config option for some of the wires' properties - Updated chinese translation (thanks @DepletedPrism) ####Version 1.7-29 - The wires can now transmit FE as well as EU, but not both at once - Fixed the Marx generator not charging beyond a quite low voltage ####Version 1.7-28 - Added the Redstone Controller: Others, it allows control panels to interface with Project:Red and Charset wires - Rewrote the control panel redstone code - Added localization for IW's multiblocks - Fixed issues with zero-length mechanical multiblocks ####Version 1.7-27 - Fixed panel components causing issues on dedicated servers - Added an automatic update checker (Using the Forge update JSON) ####Version 1.7-26 - Added Mechanical Multiblocks (energy storage and EU<->FE conversion) - There will be an explanation video for these once I have time to make one - Fixed the small mechanical converter blowing up tin wires - Fixed wires not joining their outputs correctly - Fixed wire connectors not breaking when the block they're on is broken ####Version 1.6-25 - Updated to IE build 77 - IC2 wires cause damage - Added insulated versions of gold, copper and tin wires. Due to heat sensitive insulation the transfer capacity is half of the normal capacity - Added feedthrough insulators for all IC2 wire types - Wire coils now automatically "merge" when picked up - Config values are applied to the game directly now ####Version 1.6-24 - Fixed an infinite energy bug - Changed the default value for maximum energy conversion ####Version 1.6-23 - Added a command to allow taking screenshots of Marx generator discharges (/ciw triggermarxscreenshot) - Panel components have to be shift-clicked to place them in the world - Fixed wire coil crafting - Added a recipe for the Seven-Segment displays ####Version 1.6-22 - Added a Seven-Segment display for control panels - Panel components update their values as soon as they are changed in the GUI - Fixed a crash when breaking a panel with buttons, locks or toggle switches on it under special circumstances - Fixed server crashes when using panel components with a second controller id, but no channel set - Fixed various NPE crashes with control panel models under heavy load - Fixed wrong panel component ordering with raytracing ####Version 1.6-21 - Added shaders for the Marx generator and Jacob's ladder - Fixed wires connected to a Marx generator on a server being invisible - The Marx generator actually gives output when processing ores now. Oops... - The "safe distance" formulas for the Marx generator in the manual now match the real safe distance - Improved rendering of the Marx generator in the manual. Some of this is only enabled with maven build 275+ or official build 75+ (not released yet) ####Version 1.6-20 - Added the Marx Generator, an alternative ore processing method - Hearing protection absolutely required! - You may need to do some math and measurements for ore processing to work. It will kill entites just fine without any science - IC2 is no longer a hard dependency. The wires and converters will obviously be disabled without it - Vastly improved snapping in the panel creator - Added some Mirage (Albedo) compat - IW is signed now! - Analog panel components can interact with 2 channels now, rough and fine control - Fixed GUI background and item tooltips - Fixed some components resetting when the chunk is unloaded - Chunks with control panels properly unload now ####Version 1.5-15 - Components can be placed in the world now to use the as conventional levers/etc. - Added documentation on the key ring. It also shows all attached keys on the tooltip now - Fixed some bugs with key ring crafting - Fixed control panels causing disconnects on servers ####Version 1.5-14 - Updated to Minecraft 1.12 - Added a recipe for the key ring. Kind of forgot about adding one when I added the ring itself... - Fixed wire length crafting leaving wrong coils when the output has maximum length - Fixed some more connection issues with control panels ###Minecraft 1.11.2 ####Version 1.5-19 - Fixed a crash with SpongeForge, chunk loading issues without - Fixed some components resetting on chunk unload ####Version 1.5-17 - Backported some fixes from 1.12 ####Version 1.5-13 - Labels no longer break the model cache and cause lag - Labels don't break on dedicated servers any more ####Version 1.5-12 - Added tilted control panels - Panels are no longer created from machine casings, there is a dedicated item for that now, the Unfinished Control Panel - Angle and height can be configured in the Engineer's Workbench - Fixed a CME when multi-threaded chunk rendering is enabled - Fixed control panels not connecting or disconnecting properly when a panel connector between the panel and the RS controller is broken/placed - Improved the performance of the control panel hitbox rendering ####Version 1.5-11 - Updated to Minecraft 1.11.2 - Added Panel Meters to monitor a redstone signal with reasonable accuracy - Multiple components on the same panel network can modify the same signal now without causing undefined behavior - Lock Switches no longer break the model cache ###Minecraft 1.10.2 ####Version 1.4-18 - Fixed a crash with SpongeForge, chunk loading issues without - Fixed some components resetting on chunk unload ####Version 1.4-16 - Backported a lot of fixes from 1.11 and 1.12 ####Version 1.4-10 - added lock switches for control panels (backport from 1.11) - Can only be turned on by someone with the correct key to prevent unauthorized access - up to 10 keys can be added to a keyring to reduce inventory spam - IC2 items can be added to the appropriate sections of the engineers toolbox (backport from 1.11) - Components (lighted button, indicator light, etc.) on panels now actually light up (backport from 1.11) - Fixed power loss when no energy is being transmitted ####Version 1.4-9 - added Control Panels - They can be used to control and monitor a lot of redstone signals from a few blocks ####Version 1.3-8 - the converters and the motor don't have missing textures any more when using Chisel ####Version 1.3-7 - added Jacob's Ladders/High voltage travelling arcs - they don't have a particular purpose aside from looking nice ####Version 1.2-6 - reduced the discrepancies between IC2 cables and Industrial Wires - machines don't explode when they shouldn't except in some corner cases - potentially fixed missing textures on the mechanical converters - added Chinese translations (thanks SihenZhang) ####Version 1.2-5 (10,000 download celebratory release) - added mechanical converters and the rotational motor - they convert between IE rotational energy (windmill, dynamo etc) and IC2 kinetic energy - Rotational motor: produces IE rotational energy from IF - No lossless conversion - Can be disabled in the config - wire coils show when they are out of range (to match the behavior of IE coils in the latest dev version) ####Version 1.1-4 - fixed an insane amount of log-spam in an edgecase (probably a Vanilla or Forge bug) - added config values for wire length per connection and per coil item ####Version 1.1-3 - fixed incompatibility with IE build 48 - reduced the amount of calls to core IE classes to make such incompatibilities less likely - fixed localization of the creative tab ####Version 1.1-2 - wire coils now use a different amount of wire depending on how long the connection is - wire coils are crafted by placing any amount of IC2 cables and/or the corresponding wire coils in a crafting table now - added Glass Fiber Wire - changed license to GPL3 - changed the amount of connectors/relays the recipes yield