github AppliedEnergistics/Applied-Energistics-2 v8.3.0-alpha.2
8.3.0-alpha.2 for Forge on Minecraft 1.16.5

latest releases: neoforge/v18.0.1-alpha, neoforge/v18.0.0-alpha, forge/v15.1.1...
pre-release3 years ago

See previous releases about additional features, changes, or bugfixes

v8.3.0-alpha.1

Feature #3870: Use recipes for the entropy manipulator.

On top of the existing functionality of being able to smelt any block with a valid smelting recipe as well as being a flint and steel replacement, the entropy manipulator can now use customized cooling and heating recipes.

A detailed example recipe.

{
  "type": "appliedenergistics2:entropy",
  "mode": "TYPE", # "heat" or "cool"
  "input": { # At least one key
    "block": {  # optional, either this or fluid needs to be present. Or both
      "id": "block:id", # id of the input block
      "properties": { # totally optional
        "A": 1, # exactly this state of A
        "B": [1,3,5], # Any value of B
        "C": { # An inclusive range of C
          "min": 1,
          "max": 3
        },
      },
    }
    "fluid": { # optional, either this or block needs to be present. Or both
      "id": "fluid:id" # id of the input fluid
      "properties": { # totally optional
        "A": 1, # exactly this state of A
        "B": [1,3,5], # Any value of B
        "C": { # An inclusive range of C
          "min": 1,
          "max": 3
        },
      },
    }
  },
  "output": { # Should have at least one key, if not it might simply destroy the block and fluid.
    "block": { # optional
      "id": "block:id", # id of the output block
      "keep": false, # setting it to try will to preserve property from the input. Like the orientation of stairs, but also if different types share the same property
      "properties": { # totally optional, can be combined with `keep`, if so the properties will take precedence over it.
        "A": 1 # sets this blockstate property
      },
    }
    "fluid": { # optional
      "id": "fluid:id" # id of the output fluid
      "keep": false, # setting it to try will to preserve property from the input. Like the orientation of stairs, but also if different types share the same property
      "properties": { # totally optional, can be combined with `keep`, if so the properties will take precedence over it.
        "A": 1 # sets this fluidstsate property
      },
    }
    "drops": [ # optional, can contain more than one entry. Can be combined with other options to change the block or fluid and drop items.
      {
        "item": "item:id", # id of the item
        "count": 1 # how many it should drop
      }
    ]
  }
}

Please use 3rd party documentation about valid options for each block or fluid.
We avoid setting invalid combinations, but in some cases it might work unexpected. E.g. the direction might be flipped when converting between different block types.

For further examples take a look at the provided recipes by us.

Various changes and bugfixes

Feature #4136: Allow inverter cards to be used for fluid cells
Inverter cards can now be used for all fluid cells similar to item cells. E.g. to allow anything but water.

Fixes #5017: Skip border chunks until ready.
Due chunks are now loaded in minecraft, it can happen that chunks at the border of the loaded area are stuck in a limbo.
Hence our tile entities had a change to never be initialized.

Fixes #5021: Disable EU conversion until IC2 is ported.
As IC2 (or any alternative generating EU) does not exists for 1.16 for now, we disabled the option to calculate the energy consumption in EU.
Once this changes, it will be added back.

Fixes #5053: Notify TileEntity after being moved to update their state
Some blocks like chests would not be correctly updated after being moved with a spatial transport, this should now be taken care of.

Fixes #5004: Prevent AEBaseTileEntity#saveChanges() leaking client TEs
This will prevent clientside tile entites from being ticked on the server

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