- Bugfix: Fixed a generation bug that would cause serious problems if certain DartCraft blockIDs were not the default settings.
- Bugfix: Fixed a bug where normal Bombs would not drop ore if both Bombs and Super Bombs were set to drop ore.
- Bugfix: Fixed Snow Wafers turning into Bombs when right-clicked.
- Added a config option to make Force Fountains less picky in where they generate. By default they will be picky, which means they have to replace 75% Stone, Dirt, or Gravel. You may want to set this to "false" if you use a mod that modifies Minecraft's 'junk' blocks to something else. (GeoStrata, I'm looking at you.)
- Added a config option under the 'insane' category to make every new Upgrade Tome automatically mastered. (This was specifically requested.)
- The Magic Meter's empty background has been decreased in opacity, making it easier to see your magical defecit.
- The Zelda Hud (or just Magic Meter if the Hud is disabled) has gotten some positioning options. It can now be set to top-left, top-middle, top-right, bottom-left, bottom-middle, bottom-right or even given exact x and y coordinates for the individual that likes customization.
- Added the Force Hud Toggle hotkey. When pressed it will move the location of the Force Hud to the next of the 6 preset spots. When pressed while sneaking it will toggle the Zelda Hud option. These changes are immediately saved to the user's config file.
- The Zelda Hud's health will render a bit differently for a player with four pieces of Sturdy Force Armor.
- Added the /setmaxhealth command. Pass in a player and the amount of hearts you want them to have and they will be given that maximum amount of health. This number will generally reset upon death.
- The Zelda Hud now represents a percentage of player health based on their current and maximum health. In addition 1/4 and 3/4 hearts will be displayed when these are the closest approximations.
- Added the 'Max Hud Health' option to the config. This is a per-client option that will determine how many hearts (1-20) are shown in the Zelda Hud based on the amount of health the player has out of the configured maximum possible hearts. (Ex. If another modification is used that allows players to achieve a maximum of 40 hearts and this value is changed to 40, the starting health of players (10 hearts) will render as 5 hearts. The number of hearts displayed will increase as the ratio of current max/possible max increases, with the maximum rendering as a full two rows of ten hearts each.) By default this number is 20, which will display 10 hearts consistently unless the player's max health changes. Neglecting to change this value will not cause the Zelda Hud to show an incorrect current/max health ratio as it is based on percentage.
- Sturdy Force Armor has now been given an exact coefficient in the config file. By default reduction for full sturdy armor is 75%. This value can be changed from 25% to 100% in the config. The previous default was likely somewhere around 60%. One quarter of this coefficient is applied to Force Armor even without the Sturdy upgrade.
- Red and Blue Potion heal values have been allotted to go up to 100 hearts in the config. The default of 20 hearts has not been changed.
- Chateau Notch's duration is now alloted to go from 1-20 minutes. The default has been changed to 5 minutes.
- Added recipes for Claws and the four colors of Chu Jelly from UU-Matter.
Beta 0.2.19
- Bugfix: The Zelda Hud no longer shows empty health when a player has less than 1/2 a heart left.
- Bugfix: DartCraft should now add Force Grinding recipes for ores that are added too late to have been recognized previously.
- Bugfix: The Force Grinding recipe for Force Furnaces now returns 3 Force Ingots and 2 Iron Ingots, instead of 5 Force Ingots.
- Bugfix: Fixed a bug where certain DartCraft items could be errantly re-infused with different upgrades.
- Bugfix: Fixed a possible NPE when holding mod items that use similar data structures to dartcraft upgraded items.
- Bugfix: Removed the Force Pack Upgrade as an upgrade material when Initial Pack Size is already set to maximum.
- Force Torches can now trigger a tome's upgrade data the first time that upgrade is used. This allows the Time upgrade to be trigged from a Force Torch, which is especially helpful if Time Rods are disabled for some reason and Time Torches are not.
- Added a config option to modify the base amount of resources used by the infuser. This can be decreased to 1/4 or increased all the way up to 4x. It is not recommended to change this value.
- Massively toned down particle effects when Force Leaves are broken.
- Diamond Dust has now been added to the Ore Dictionary as "dustDiamond". This can be disabled in the config if so desired. DartCraft recipes and implements cannot use Diamond Dust other than DartCraft's.
- Dart Iron can now be infused, one at a time, in the infuser into Force Ingots. Liquid Force and MJ are required for this.
- Added Force Canes as a Tier 4 IC2 Crop. These can only be obtained by crossbreeding. Similar to Stickreeds, Force Canes will mature into reed-like plants, but they will yield Force Gems when harvested. Force Canes look similar to Sugar Cane and Stickreeds, but are tinted yellow instead of green and cannot be harvested until they reach maturity.
- Added Yu Canes as a Tier 8 IC2 Crop. Yu Canes yield small chunks of u Matter which can be combined into UU-Matter from IC2. It takes 4 pieces of u Matter to make one UU-Matter.
- Added old-school UU-Matter recipes back into the fold, as well as some new DartCraft ones. These recipes and Yu Canes can be disabled in the config.
- Added the "Force Burst" system. Players can hold down the Force Burst hotkey to build up charge. Players can then right-click while holding the hotkey to burst forward and/or upward slightly at the cost of magic. Force Bursting cannot be used again while in the air. Magic use can be disabled in the config.
- Charging a Force Burst itself does not use Magic, but holding a a max charge burst will slowly decrease a player's magic.
- Force Bursting offers some Fall Damage grace for a short duration.
- Force Bursting is more effective for players wearing Force Armor with the Wing upgrade present.
- Force Bursting also adds exhaustion (hunger) to a player. Be careful.
- Added the "FartCraft" config option. When enabled Force Bursts will sound like expulsions of gas, and will also help certain crops grow faster. This is a per-client option that can be set by each individual player.
- Force Farts will also work on IC2 Crops to some degree as well as crops from the Magical Crops mod. This growth effect can be disabled server-side.
- Force Bursting will briefly allow for invulnerability, based on config settings. This only occurs when the burst intensity is at least 50%, and will last for the max duration set in the config multiplied by the intensity coefficient. (Ex. a 75% burst will last 20.0 * 0.75, or 15 ticks.) Default number of ticks is 20. (1 second.) This can be disabled in the config.
- Force Bursting can be set to only work when Force Armor with the Wing upgrade is present on the player, or even completely disabled as well. By default it is allowed from player spawn. (As long as they have magic.)
- The Force Burst hotkey is F by default. The default hotkey for the Force Key is now V.
- Freezing is now a Tier 2 upgrade.
- Bane is now a Tier 4 upgrade.
- Rotten Flesh can now be frozen into Leather using Force Freezing recipes.
- Force Ingots can now be crafted by combining "ingotLead" or "ingotNickel" with a Force Gem. Both of these recipes output two ingots and can also be used in Forestry's Carpenter.
- Added Ex Nihilo integration. Force Saplings, Feces and Eggs can occasionally be sieved from Dirt blocks, and Force Gems can rarely be sieved from Gravel blocks. Feces can also be composted to fill 1/4 a barrel while Force Saplings and Force Leaves fill 1/8 a barrel.
- Added the Force Biome. This biome is tinted slightly yellow, will generate Oak/Birch trees and occasionally Force Trees. Amount of Farm animal spawns are up as well, and monster spawns in this biome can be disabled via a config setting, if you so choose. Dirt and Gravel does not spawn below the surface, allowing for more streamlined mining efforts, and IC2 crops will grow more easily and effectively due to the increased fertility of the soil. Power Ore is more common in this biome, and occasionally underwater lakes will contain Liquid Force instead of Water. This biome's generation can be disabled in the config.
- Added Fairies and Fairy Fountains. Fairy Fountains will randomly spawn in new chunks and contain mystical pools of water illuminated by a strange power. Fairies will occasionally spawn from these fountains and they will restore a player's health when touched. Spawn rates for fountains can be changed and they can even be disabled.
- Fairies can be stored inside Force Flasks, and when present in a player's inventory when they die that player will respawn in the same dimension at the point where they died with all their items and experience in tact, expending both the Flask and Fairy in the process.
- Added the option to regenerate Fairy Fountains, as well as control the speed with which regeneration occurs. By default it waits 10 ticks between each chunk regeneration, but the time can be decreased to 0 or even increased up to 100.
- Added Force Rod variations to NEI based on which upgrades are allowed in the config.
- Added Zelda style Bombs. Bombs are crafted using Fire Charges and Golden Power Source. Right-clicking a bomb will place it down in the world, where it will explode after the configured amount of time. By default the explosion will destroy all blocks that are destructible via explosion based on its configured strength. Also by default Bombs will not destroy ore blocks but instead drop them into the world as temporary indestructible items.
- By default Bombs will harm players, but they can be configured to not harm players.
- Added the Super Bomb, crafted from normal Bombs. The Super Bomb has 4x the fuse and by default 8x the power of the normal Bomb. Super Bombs will not drop any blocks by default and can also be configured to destroy bedrock as well.
- Bombs and Super Bombs have been given familiar sound and visual effects.
- Bombs and Super Bombs do not like to get wet. If they fall into water or are rained on they will defuse and disintegrate.
- Added Unbreakable Force Bricks in all the 16 colors. These blocks cannot be crafted or broken and are only used by DartCraft structures.
- Fairy Fountains have been given an unbreachable perimeter using Unbreakable Gray Force Bricks. However, on two of their sides there are slightly cracked bricks that can be bombed away, giving players access to the fountain and fairies within. Only DartCraft Bombs and Super Bombs can break these cracked blocks.
- Force Furnace Experience Core experience bonus is now only 2x instead of 10x by default. This is now configurable as well.
- Added 3D models for Chu Jelly.
- Added crappy 3D models for Force Rods. Force Rods now each have their own individual gem color as well.
Beta 0.2.18
- Bugfix: Storage Unit recoloring recipes will now work properly.
- Bugfix: Fixed a NullPointerException when using a Force Belt Slot's hotkey with an empty slot.
- Bugfix: Certain TileEntities from other mods should no longer cause additional empty data versions of DartCraft TileMachines to spawn when Force Wrenched.
- Added the "Transparent Leaves" option under the client section, which will render Force Leaves transparent when enabled, and opaque when disabled. (Enabled by default.)
- Added the "Simulated Players" option under the wrench section, which will allow simulated players to use Force Wrenches to create TileBoxes and to place TileBoxes. By default this is not allowed.
- The Time Upgrade's Tier is now configurable from 1-7 in the config. By default the Tier is still 3. (Only applies if the Time Upgrade is enabled.)
Beta 0.2.16
- Bugfix: Fixed a possible crash when loading TileMachines that have been improperly modified somehow.
- Bugfix: Infusing an IForceConsumer with Liquid Force in the infuser should not longer take an amount of levels equal to the previous amount required. No experience was meant to be taken.
- Bugfix: Fixed a glitch where Baconators would sometimes craft with a stackSize of 0, and therefore become invalid.
- Bugfix: Shaped DartCrafting recipes should now properly show when usage for their ingredients is requested.
- Bugfix: Wooden Force Slabs may again be properly crafted using Force Planks, instead of making Oak Wood Slabs.
- Bugfix: Force Belts should now work with hotkeys when they are in the rightmost hotbar slot instead of simply refusing to work in that slot.
- Updated to newer ThaumCraft support. Research Notes should now be correctly re-randomizable by Force Transmutations on both earlier and newer versions of ThaumCraft.
- Magnet Gloves can now draw items from inside a Force Belt that is on a player's hotbar. Hitting that slot's hotkey will also toggle the Magnet Glove's mode.
- Gold Dust is no longer required to make Force Potions and Chateau Notch.
- Chu Chus and other DartCraft nasties can now spawn in ExtraBiomesXL biomes.
- Added a config option to disable the ability to craft IC2 crystals out of rubies and redstone.
- Added the "Time" upgrade. This upgrade is Tier 3 and only given by a Clock.
- The Time upgrade can be added to a Force Sword, briefly slowing or stopping enemies it strikes.
- Upgrading a Force Rod with the Time upgrade will allow the rod to briefly imbue an area of the world with accelerated, decelerated or stopped time for a brief period of playtime. Shift-clicking a Rod of Time will change the mode and right-clicking will activate it. By default this uses a chunk of magic, but the amount and use can be configured.
- Stopping EntityItems will freeze them in place until the area is returned to normal. These frozen items can be claimed by left or right clicking them.
- Arrows can also be stopped in mid flight, but they will continue flying (and harming) when time is returned to normal.
- Blocks (in item form) and Arrows are physical while they are stopped, whereas Items are not.
- While stopped, most hostile mobs will not require weakening before being captured in a Force Flask.
- Players are not affected by Time magic in any way.
- Accelerating Skeletons or Creepers is a good way to die.
- The Fast and Hyper settings of the Rod of Time will allow blocks and TileEntities to update at increased rates. Crops, furnaces, Force Panels etc.
- Specifically, when a Rod of Time is right-clicked a temporary EntityTime is created at the location, which serves to change the flow of time for entities and blocks in a 6 block radius for approximately 10 real time seconds. After this long the entity is destroyed and removed from the world. The effects of these entities can effectively stack, but they cannot affect each other.
- A config section has been added for the Time upgrade, which allows the upgrade to be disabled for Swords or Rods altogether, or even to have the ability to affect Blocks or TileEntities limited or disabled.
- If enabled in the config the Time upgrade will be valid for Force Torches. Time Torches will keep an area within modified time, specified by the torch's current setting. To change the torch's setting, simply right-click it in the world to toggle its mode. By default this is enabled.
- Fast and Hyper Time affect the rate at which entities spawn from vanilla Mob Spawners. In addition to this, these settings will also allow these devices to work when no player is in range.
- Soul is now a required upgrade.
- Craft and Forge are no longer required upgrades.
- Opening and Closing Storage units as well as shooting Force Arrows have been given new sounds.
- Storage units will render as Sturdy when the config option "Super Storage" is enabled.
- Healing Torches now properly damage Ghasts.
- Added the cheat "/themoonlookstragicbettergivemesomemagic" which allows admins to give a player free magic for a specified time.
- Added specific Time support for Forestry TileEntities such as Squeezers, Carpenters and Centrifuges which did not work by default.
- Players in Creative Mode can now catch entities in Force Flasks without having to weaken them first.
- Bottled Entities may now be shift-right-clicked to throw the flask, much like a snowball or other throwable item. The entity will be released where the flask lands, and the empty flask will also be dropped at that location for retrieval.
- Force Flasks now have the potential to stack up to 64, instead of just one. They will, however, be unable to milk a cow in their stacked state.
- Bottled Entities now have the potential to stack up to 64, instead of just one. When picked up or manually bottled DartCraft will now stack entities that are similar enough to warrant stacking.
- Mob Chunks will now be manually stacked by DartCraft when they are picked up instead of stacking pseudo-randomly.
- A Flask of Angry Bees can be crafted by surrounding an empty Force Flask with Drones from Forestry. Once released, these agitated apians will attack nearby entities such as players or cows until they are killed. Angry Bees have large amounts of health but don't hit for very much. They tend to drain magic when they attack as well, however they cannot harm a player wearing a full set of Apiarist's Armor. These entities also tend to disperse after about 20 or so seconds, so killing them is not always necessary if you can outrun them. Angry Bees will never spawn naturally.
- Crafting Flasks of Angry bees can be disabled in the config.
- Added a cheat command "/youjustwantedhoneybutnowyoullgetstungy" to spawn Angry Bees around a player with some negative effects.
- Force Flasks may now be thrown by sneak-right clicking them. If they land on an entity they can capture they will do so, otherwise they will simply wait for someone to pick them back up.
- A few bottled entities have been added to NEI and Creative Mode.
- NEI usage and recipes for Bottled Entities such as Bottled Pigs and Flask of Angry Bees will now show only themselves and not every iteration of bottled entity.
- Modified the recipe for Force Flasks to use a Force Nugget instead of a Force Ingot. The output has also been been buffed to 3.
- Updated textures for the Power Drill and Power Saw to be more IC2-like.
- The Power Drill and Power Saw can now also be created by Force Transmuting Mining Drills and Chainsaws respectively. In addition, Power Tools now store 50k instead of 30k.
- Force Furnaces, Generators and other IC2 Force Machines now come in the white variety by default. They may still be recolored.
- Force Furnaces are now crafted with two Iron Ingots and three Force Ingots instead of just 5 Force Ingots.
- Force Torches now list their various upgrade iterations in NEI.
- Larger variations of Storage Units have been added to NEI.
- Ender Tots spawned with the "dontdismayjustlookaway" command will now despawn after 30 seconds.
- Ender Tots not killed by players will no longer spawn parents.
- Items with the Sturdy upgrade on them will now persist in a player's inventory through death. This includes Force Armor, Force Tools, Force Packs, Force Belts or anything else that happens to get the "Sturdy" upgrade in its tag data somehow. To be more specific, these items are stored in a buffer until a player respawns instead of being dropped. This buffer is saved to a file when the server is stopped, and read from this file when the server starts back up to ensure that players who log out or are kicked after dying are not penalized.
- Force Tomes no longer require shift to be held in order to view their point value.
- Sturdy's Armor coefficient will no longer apply when a player has run out of magic.
- Clipboards can now accept the Sturdy upgrade, which will allow them to persist in a player's inventory through death.
Beta 0.2.15
- Updated to Forge 9.11.1.965.
- Updated to BuildCraft's new PipeEvent system. Versions of buildcraft older than 4.2.2 may not work properly.
- Bugfix: Fixed a possible NullPointer in the Magic Meter's renderer.
- Bugfix: Chu Chus should now color properly in dimensions other than the overworld.
- Bugfix: Force Wrenches should now appropriately rotate blocks and IC2 machines instead of just visually doing so.
- Bugfix: Wing implements will no longer prevent IC2 Jetpacks from working. In addition to this if the player is wearing a jetpack they will not lose magic from slowfalling while actively using it. Note that this feature may work with addon jetpacks, but only if their name contains the word Jetpack. Wing implements will take over in the event that the jetpack no longer has fuel or charge.
- Bugfix: Power Ore can no longer be errantly harvested with silk touch.
- Bugfix: Force Shears now work like proper shears on leaves and vines. In area mode a serious amount of flora can be collected at once. Grass and plants do not seem to work at this time.
- DartCraft now adds Milk to the FluidRegistry if it is not already present and registers Milk Buckets and Milk Flasks as valid containers of Milk.
- DartCraft's config file is now under the "DartCraft" directory in the config directory.
- Added a config option to make Force Wrenches not use Liquid Force.
- Added a config option to use a whitelist for force-wrenchable TileEntities and a whitelist.txt file under the DartCraft config directory. By default the whitelist is active due to it being much more stable than the previous blacklist. If disabled the previously used blacklist is used instead. Warning: Force Wrenching TileEntities from untested mods while using the blacklist is no longer supported or safe. Only use this option if you have tested your pack thoroughly for Force Wrenchable TileEntities.
- When the whitelist is active, the whitelist.txt file will allow any TileEntity whose full canonical class name is listed on a new line to be Force Wrenched, and disallow all others. If you change this text file make sure to have a backup, as it may be replaced once when updating to a newer version of DartCraft. By default several TileEntities from popular mods have a number of TileEntities from them whitelisted. Placing a # (pound symbol) in front of the TileEntity's name will disable that TileEntity, although removing lines altogether is also acceptable. Do note however that each TileEntity listed in the whitelist has been tested and deemed safe to wrench, so removing them should not be necessary.
- Force Wrenches no longer play the "nope" sound when a TileEntity is blacklisted. They still play the sound if players do not have sufficient magic, however.
- The config options "Super Storage" and "Sierpinski's Wrench" are now enabled by default.
- Forestry TileEntities like Carpenters and Squeezers can now be rotated with the Force Wrench by right-clicking them.
- Added a config file for Force Engine Liquids named fuels.txt under the config directory. Fuel and Throttle burn values and times can be modified using this file. Additional liquid can be added as either a fuel or throttle inside this file as well. For exact syntax consult the file itself. Be aware that this file may also be restored to a newer default upon updating DartCraft.
- Honey has been added as a Force Engine throttle by default. Honey throttles at 3.0x for 10000 ticks.
- Added a config option to disable the ability to freeze Nether Quartz into Certus Quartz.
- Added a config option to disable Liquid Force's ability to remove equipment from Undead entities.
- Chu Jelly of any color can now be shapelessly crafted into a slimeball.
- Added a Thermal Expansion Crucible recipe for Force Gems into 1.5 buckets of Liquid Force.
- The ability to squeeze Liquid Force from Force Logs in Forestry's Squeezer can now be disabled in the config, and the amount given can also be configured. This config option also applies to Thermal Expansion's Magma Crucible.
- Thermal Expansion IDismantleables may now be properly dismantled with the Force Wrench as they could be with other wrenches by shift-right clicking on the block. By default machines such as Pulverizers and Dynamos will be wrenched into TileBoxes to preserve their energy and contents. Disabling these TileEntities for force wrenching while using the whitelist will make them dismantle instead. Also note that when not using the whitelist all of these tiles will be force wrenched instead of dismantled.
- Removed an unused config option relating to magic and tools, and added an option to allow Force Swords to use magic when attacking. By default they will not use magic at all.
- Changed the config option for variable experience use for Force Infuser upgrades. It can now be disabled, set to one level per material or one level per tier per upgrade material. (Ex. 4 Luck (tier 2) and 2 sturdy (tier 6) would use 20 levels, 8 from fortune and 12 from sturdy.) By default the cost is still one level per upgrade. Co-op mode still disables experience cost entirely.
- Thaumcraft Mana Beans can now be shapelessly crafted into Cocoa Beans.
Beta 0.2.14
- Bugfix: Fixed a possible NullPointer when Force Shovels check a block's material.
- Bugfix: Recipes for Force Ingots using IngotBronze, IngotSilver and IngotSteel should now only be added if those resources are available.
- Removed all references to Refined Iron in DartCraft. Refined Iron can no longer be used to make Force Ingots.
- Dart Iron has been added to DartCraft. If enabled in the config Dart Iron can be smelted from an Iron Ingot. The only use for Dart Iron is to make Force Ingots.
- Added a config option to disable entities from rendering inside Force Flasks.
- Added a config option to disable the Force Hammer, for players who prefer to use GregTech.
- The "Picky Force Machines" feature preventing Applied Energistics and Mekanism cables from staying connected to Force Machines is now disabled by default and can be re-enabled under the Hardcore category by setting "Picky Machines" to true.
- Mooch Mode has been renamed to "Coop Mode" in the config. You will have to enable this again manually if you were using it before.
- Added a config option under Hardcore to prevent Ender Rods from being used cross-dimensionally. By default they can still be used in this fashion.
- Added config options for the Treasure Upgrade.
- Added a config option to make the Treasure upgrade cheaper. The cheaper recipe does not require a nether star or blocks of gold, but instead a Diamond some Force Ingots and some Gold Ingots. By default the more expensive material is enabled.
- The Treasure Upgrade can now be configured to drop Spoils Bags instead of Cards that craft them. The tier dropped is still based on the enemy slain. By default Treasure Cards drop instead of Spoils Bags.
- The Treasure upgrade can be configured to not be required for enemies to drop their loot. This same config option also controls whether it is Treasure Cards or Spoils Bags that they drop. By default the Treasure upgrade is required.
- The Treasure Upgrade can now be completely disabled under "hardcore" settings. The upgrade will not function, will not be craftable and Treasure Cards can no longer be crafted into Spoils Bags until the upgrade is re-enabled.
- Cold Cows, Chickens and Pigs can have their EntityIDs set to -1 in the config to make them mod-specific entities. This will remove their spawn eggs, the ability to make spawners for them and may prevent oddities in certain modpacks with conflicting EntityIDs.
Beta 0.2.13
- Bugfix: Force Packs will no longer errantly interact with IInventories with a size of 0. (They're out there.)
- Bugfix: Force Infusers will now allow manual clicking of Upgrade Materials into their upgrade slots from ItemStacks of a stackSize greater than 1.
- Bugfix: Possible NPE fix for Force Axes.
- Compatibility Fix: Force Pickaxes, Force Shovels, Force Shears and Power Drills have been added to MultiMine's exempt item list. As a result Area Mode will now function properly for these tools, even with MultiMine installed. (Tested with MultiMine v1.3.1)
- Bugfix: Force Shears should now be able to harvest any block that implements IShearable.
- Bugfix: Force Machines that have not had their tag data initialized can now be recolored with shapeless vanilla dye recipes as intended.
- Bugfix: Force Wrenches will no longer use or require magic when all magic use is disabled in the config.
- Added a config option to only apply Force Armor's speed boost to players while they are sprinting. This is a client-side option that can be decided per-player for convenience. By default speed will be applied even while not sprinting.
- Added a client-only config option to change the amount of particles given off by Force Transport Pipes. These particles can now be decreased in number or simply disabled.
- Reworked the Treasure/Spoils Bags mechanic.
- Enemies no longer drop Spoils Bags when killed.
- Treasure Cards have been added. Treasure cards come in three tiers: life, darkness and undeath. Four of any particular tier may be crafted together to make a Spoils Bag that is tier 1, 2, or 3 respectively. Generally speaking higher tier Spoils Bags contain more valuable loot.
- The Treasure upgrade no longer causes Spoils Bags to drop, and is also no longer under the "insane" category in the config.
- The Treasure Core recipe has changed to a Nether Star, two Blocks of Gold, two diamonds and four Force Ingots. Its tier remains unchanged and it is not yet disableable in the config.
- The Treasure upgrade now causes Treasure Cards of varying tiers to drop from enemies when slain. The chance of this happening is about 1.25% plus an additional 1.25% per level of Looting on the implement. Non-hostile entities can drop Life Cards, hostile denizens of the Overworld can drop Dark Cards, and Otherworlders such as Enderman and Nether Mobs can drop Undeath Cards.
- The only way to collect Treasure Cards is to manually hunt entities with your Treasure-imbued weapons. Happy hunting!
- The "Cruel Admins" and "Spoils Looting Chance" config options have been removed as they are no longer relevant.
- Spoils Bags now show in Creative Mode and NEI.
- Treasure Card information has been added to the Book of Mudora.
- Force Machines will no longer automatically output to TileEntities that are blacklisted for Force Wrenching.
- Blacklisted every Tinker's Construct TileEntity for Force Wrenching. This can be reversed in the config under the "insane" category.
Beta 0.2.11
- Note: This version of DartCraft has reworked the config file to such a degree that deleting the config file and allowing a new one to generate is highly recommended.
- Bugfix: Forceaflouge Blocks will now show in NEI without IC2 installed.
- Bugfix: Players should no longer be able to interact with removed DartCraft TileEntities.
- Bugfix: Mekanism Universal Cables can no longer stay attached to certain DartCraft TileEntities and subsequenty make available some odd duplication glitches.
- Bugfix: Fixed a crash in Force Pipes when referencing a non-essential BuildCraft class.
- ThaumCraft entities such as Angry Zombies and Taintacles are now proper global entities and can now have their spawners crafted using mob chunks.
- Force Grinding should now work for ores registered as "oreIron" and "oreGold" and not just vanilla ones.
- Force Sticks should no longer be converted into normal sticks with GergTek installed.
- GregTech TileEntities can no longer be Force Wrenched unless enabled in the config under the "insane" category.
- Removed the bugged option to cheapen the Repair upgrade.
- Added an option to disable the Repair upgrade completely. (Note: this will not affect existing tools.)
- Added the already present oreChunks option to the config file so players may disable the ability to craft Ore Chunks from dartcraft dusts.
- The config now warns not to enable ore regen for new worlds and normal ore generation will now occur in new chunks even while this setting is enabled.
- Added a "Regen Key" to the config that allows users to specify a String which the regen handler will check to determine whether or not regen was run for a given chunk. Changing this key is not recommended and is not necessary to fix old chunks as the default key is different from the previous default key. (The old key was "powerOre" if anyone was wondering.)
- Added a config option to manually set DartCraft entityIDs. By default the config has them all set to 0, which will let Forge determine a unique entity ID, however they can be manually set to avoid entityID conflicts should they arise.
- The Damage upgrade no longer gives Sharpness per two levels on Force Swords, instead the Damage upgrade itself is given to Force Swords. Actual damage should be unaffected.
- The max level for the Damage upgrade can now be set in the config file from 2-5 (default 5). This will not affect already upgraded tools. The Speed and Sturdy upgrades can now be slightly configured as well.
- The Heat ugprade no longer gives Fire Aspect on Force Swords and now just gives itself. Mechanics should not be affected.
- The maximum level for the Heat upgrade is now 1.
- The Wing Meter's look and size has been changed, it is now smaller and greener. A config option to use the old look and feel has been added. In the future the Wing Meter will be referred to as the Magic Meter.
- The Magic Meter now recharges at 1/8 the speed (very slowly), however there is a config option to restore the previous speed.
- The new Magic Meter has a total of 2000 magic by default (up from the Wing Meter's 1500) and is increased by an additional 1000 for each piece of Force Armor equipped (upgraded or not.) The Wing upgrade does not affect this.
- Magic is now required to use Heat and Freezing implements such as Heat/Freezing swords and Fire/Ice arrows. If a player's magic meter has been depleted recently they cannot use these mechanics.
- Force Wrenching blocks now requires some magic in addition to Liquid Force to accomplish.
- Force Rods now require and use magic when they are activated. The amount of magic used is based on the upgrade present, and some of the upgrades can use a rather significant amount of magic.
- Wing armor will no longer protect against fall damage if the Magic Meter is depleted. In such an event there will be no damage mitigation. (Careful!)
- Specific upgrades using magic can be disabled in the config. For example, if you set "Heat Magic" to false in the config file Heat-imbued Force Swords, Force Bows and Force Rods will not require magic to use.
- The Damage upgrade on Force Swords now requires magic to use, and will do less damage if the user has no magic left. This feature can be disabled in the config.
- The Magic Meter will now be refilled a few seconds after changing dimensions.
- Hostile Mobs will occasionally drop Magic Jars that will refill a bit of your magic meter when picked up; the jars are then destroyed. Small jars will refill 1/8 of your meter and large jars will refill 1/4 of your meter.
- Hostile Mobs will also occasionally drop a Recovery Heart, which restores one heart when picked up and is then destroyed.
- Normal mode on Force Bows can no longer shoot Fire or Ice arrows, and does not use magic.
- The Speed upgrade on Force Armor is now responsible for Step Assist and the ability to skate across liquids, instead of the Wing upgrade.
- Refactored how Wing Jumping works. It is now based on an algorithm that allows for fewer pieces of Wing Armor to still have useful effects, while four pieces still gives the greatest height.
- Wing Jump height is now moderately configurable. By default overall jump height at max armor has been halved, but this can be changed in the config to be higher or lower.
- Added a new config subsection called "hardcore". These settings will generally disable certain dartcraft features entirely for servers that wish to torment their players.
- The ability to use Wing Swords to fling oneself can now be disabled. Force Swords can still be upgraded with Wing, but they will only slow the user's fall when held, nothing more.
- The ability to use Wing implements in the Twilight Forest can now be disabled in the config. Other dimensions should be unaffected.
- The ability to create and use Ender Swords to teleport oneself can now be disabled.
- The ability to upgrade Force Armor with the Wing upgrade and subsequently use Wing Armor flight can now be disabled.
- The ability to upgrade Force Armor with the Sturdy upgrade can now be disabled.
- The ability to upgrade Force Armor at all can now be completely disabled.
- Force Armor with existing upgrades that are disallowed will simply have those functions become dormant.
- The ability to upgrade and use a Force Rod with Speed, Heat and Healing on them are now individually configurable. When existing rods with these upgrades are used users will hear an error sound instead of receiving their effects.
- Added a config setting to prevent Ender Rod use in combat. Players will have to wait for 5 seconds after taking damage from another entity before they can use an Ender Rod with this setting enabled. This is enabled by default.
- Added optional cooldowns to Force Rods. Heat, Speed, Camo and Sight have a 2 second cooldown while Healing and Ender have a 5 second cooldown. This must be enabled in the config.
- Force Rods can be exmpted from magic use in the config file, but by default they are not.
- Force Infusers now require experience from their user when upgrading. One level per upgrade material is now required to upgrade unless the player is in creative mode. This can be disabled in the config, or made more difficult by requiring 2 levels for tier 3 and 4 and 3 levels for tier 5, 6 and 7 upgrade materials.
- Infusers can no longer be used by players other than their owner.
- If speedMagic is enabled in the config the Speed upgrade on Force Armor will now use a small amount of magic while moving, unless the player is under the effects of a speed potion. This feature is disabled by default.
- Force Infusers will now infuse instantly for no resources if the user is in creative mode.
- The Error Tab on Force Infusers will now display more useful error information like telling you upgrades are invalid or more of a specific resource is required.
- Added the Force Hammer, a DartCraft version of IC2's Forge Hammer that has twice the durability and is an IForceConsumer. The Force Hammer can make IC2 plates out of Iron, Gold, Copper, Tin, Lead and Force ingots which it can then craft into 2 of their respective casings (excepting Force Plates of course), as is standard to IC2.
- Force Hammers will not be deleted when they use up all their charges, so you can fill them with Liquid Force at any time. Should you want to destroy your depleted Hammer simply Force Transmute it back into a Force Stick. (This only works if they have no uses left.)
- Added config options to always show the Magic Meter, and a more interesting hud change option that moves the health bar to where the magic meter is which, at the moment, is enabled by defaut. This health meter supports additional health added by Tinker's Construct.
- Added the Chu Chu, a hostile slime-like entity that generally spawns in groups. Chu Chus are always the same size, are rather fast and unlike slimes do not spawn more when killed. Chu Chus come in a variety of colors and can drop their color of Chu Jelly when killed. The entityID and spawn settings for Chu Chus is also configurable.
- Chu Chus come in Purple, Green, Red, Blue and Gold, and are ordered in rarity from common to rare in this order.
- Force Flasks now render 3D in your inventory and rotate properly in EntityItem form. (Do not confuse these with EntityBottles which are meant to be static decorations.)
- Force Flasks may now hold milk by right-clicking a Cow to milk them. Milk Flasks can be drank to clear the player's active potion effects and as a side-effect restore 2 hearts.
- Force Flasks may now hold Liquid Force by infusing them in the Force Infuser with a bucket of Liquid Force, similar to Empty Buckets. These Force Flasks can then be drank to imbue 30 seconds of speed 3 and also randomly heal you (or harm you) by up to 4 hearts.
- Liquid Force Flasks can be used to craft the new Red, Green and Blue Potions along with 5 of their respective color of Chu Jelly and a Gold Powder. These potions will revert to Force Flasks when drank and will restore either magic or health based on their type. A Red Potion will refill your health to full, a Green Potion will restore your Magic Meter to full, and a Blue Potion will restore both your Health and Magic to full.
- Milk Flasks can be crafted into the Chateau Notch using 5 Gold Chu Jelly. The Chateau Notch will revert to a Force Flask when drank and imbue its imbiber with 3 minutes of infinite magic use.
- For some reason when potions are created a piece of Glass Dust will be produced as a biproduct.
- Milk Flasks and Liquid Force Flasks are valid containers of their respecitve liquids and can be used as such in Force Infusers, Force Engines and other implements that can use Liquid Force and Milk.
- Red, Green and Blue Potions as well as the Chateau can be disabled in the config. When disabled, the potion's recipe will not be added, exising potions of that type will not be consumable and the corresponding Chu Chu will also no longer spawn in the world.
- The Amount of health restored by Red and Blue Potions can be configured, but the default values are full health restoration. The time in seconds that Chateau's Magic effect lasts can also be configured.
- A cooldown can be imposed onto Potions preventing their successive use, however by default there is no imposed cooldown. Potions can also be configured to not be allowed during and slightly after combat.
- Tooltips on DartCraft Potions will indicate what the server's settings are in regards to them. If a potion is completely disabled it will simply say "Disabled".
- Book of Mudora entries have been added for Liquid Flasks and Chu Chus. Potions are detailed under the Chu Chus section.
Beta 0.2.10
- Bugfix: Fixed a possible nullpointer with Thaumcraft installed when a golem tried to fire a PlayerDestroyItemEvent without actually passing in a player.
- Bugfix: Item Card crafting should now allow ItemStacks that are instances of Items with getContainerItemStack() methods to leave their intended container ItemStacks instead of simply removing them. Item Cards should also be able to recognize and craft with damaged versions of these items as well. Additional support was manually added for the IC2 Forge Hammer and Cutter as neither of these items possessed these methods.
- Bugfix: Storage Units with Force upgraded Item Cards should now be able to Force Transmute configured damaged tools such as Bows into string, and other simliar recipes that did not work before.
- DartCraft Force Slabs that are made from Force Planks are now registered as "slabWood" on the Ore Dictionary. Force Stairs that are made from Force Planks are now also registered as "stairWood", just in case this is somehow useful.
- Added a completely instantly recognizable hint to the "Forge" upgrade in the infuser that basically tells players to put it on an Item Card for players that could not decipher the Item Card entry in the Book of Mudora.
- Storage Units should now check for Item Card interaction when items are inserted or removed via automation. They may now also only check up to twice a second no matter the situation.
- Thaumcraft Research Notes can be Force Transmuted to re-randomize their grid, which is useful should you come across an unsolvable research.
- Added Thaumcraft Aspects to many DartCraft items and entities that did not previously have aspects.
- Added the Force Machine blockID to the Portable Hole Blacklist as they contain Forceaflouge Blocks.