Jump to content

Some web services and downloads are currently unavailable due to internal restructuring. In the meantime you can probably find what you're looking for in our Discord chat server. For more information, check the newsfeed or ask in Discord.

Recent Activity

This stream auto-updates     

  1. Last week
  2. A new update is now available for Robbit (version 27.0.0-DEV9, revision 5090). Patch notes for this version follow. Robbit "Fondant Fancy" Patch 27, Development Preview 9 (15 November 2018) The primary focus of this patch is to backport more features from Vanilla 1.8 and later to Robbit 1.7. As a result, there is not really any new content for those of you who are used to those later versions of Minecraft. However, from the context of Robbit, they are new It is kinda nice to be able to have these features (and to continue to demonstrate how pointless most of Mojang's refactoring over the last 3-4 years has been) I started working on these backports quite a long time ago so I'm pretty happy that I can finally roll out a patch that includes them. In the future, I intend to backport even more stuff from newer versions of Vanilla. Please ask in the Discord server for access to the tracking spreadsheet if you want to follow that work. Backported Features and Changes The following features have been backported from Vanilla Minecraft as part of this patch (using version 1.12.2 as a base source): Zombie "Husk" variant Skeleton "Stray" variant Polar Bears Llamas Parrots Tipped arrows Lingering potions The "Dragon's Breath" item The "Dragon's Head" item Area of effect cloud Spit particle The following general purpose changes were also applied: Skeletons now keep their arms down by default, raising them only when about to fire. Villager subtypes are now explicitly named in the GUI and tooltip. Zombie Villagers now retain their villlager types and have type-specific skins and names. Rabbits now spawn in Desert biomes. Rabbits spawning in Desert and Snow biomes now have a high chance of spawning with matching colour. Heads now render in 3D in the inventory (including with player-specific skins). Refactored the way the Horse is built to allow for backporting of Llamas. Refactored the pathfinding system a little to allow for backporting of Parrots. Mobs using the pathfinding system now have an extra AI routine to avoid walking into water. Villages now generate with grass paths. Villages generating in Savanna biomes now generate with acacia based blocks instead of oak. Please note: For the purposes of using tipped arrows, since 1.7 does not have any off-hand slot, the bow will simply fire arrows based on the order you have them stored in your inventory. This is a compromise which enables the tipped arrows to be usable in some fashion, but I am aware it is not ideal. There might be further updates in future in this area - please keep watch if this interests you. Bug Fixes and General Changes Fixed issue with Dim 12 displaying "null" owner in infobox. Fixed issue with the shopping GUI not showing the coin symbols in the correct places. Fixed placed weapon dummy having no language string for its name. The entity registration system was internally refactored. Non-mob entities are now forced to be registered in local space in order to preserve entity ID space for mobs. Placed player heads now have a WAILA tooltip indicating whose head you are hovering over. Fixed some issues where mobs that were swimming in non-water harmless fluids (e.g. oil, diesel, creosote, etc) would not pathfind correctly. Fixed issue with IC2 rubber wood log not being in ore dictionary.
  3. Earlier
  4. Fixed in r5043. I also backported the Dragon Head for good measure Inventory heads: In game WAILA tooltips and the placed down dragon head:
  5. Apparently the rubber wood log is not registered in the ore dictionary. You can't make creosote wood blocks from it either, nor is it smeltable
  6. Presumably IC2 wood is probably missing in other places I am unaware about
  7. Tinytimrob

    More uses required for Lead

    Resolved in 27 DEV8.
  8. Tinytimrob

    More uses required for Lead

    Gonna close this for 27 DEV8 because I've added lead to some more stuff
  9. Tinytimrob

    /plot clear scatters items everywhere

    Resolved in 27 DEV8.
  10. Tinytimrob

    Many bugs with IC2 alcohol

    Resolved in 27 DEV8.
  11. Tinytimrob

    ExtrabiomesXL Dyes don't work with Banners

    Resolved in 27 DEV8.
  12. Resolved in 27 DEV8.
  13. Resolved in 27 DEV8.
  14. Tinytimrob

    Advanced Watermills

    Resolved in 27 DEV8.
  15. A new update is now available for Robbit (version 27.0.0-DEV8, revision 4978). Patch notes for this version follow. Robbit "Fondant Fancy" Patch 27, Development Preview 8 (31 October 2018) Automated Server Restarts This patch introduces a daily automated restart of the dedicated server, which will happen every day at 6:00 AM UTC. Players will be given advanced notice prior to the reboot in the form of hourly reminders, with reminders increasing in frequency to every 10 minutes in the final hour before the reboot, and then every minute in the final 10 minutes. The reason for this reboot being introduced is to allow for other things in future (e.g. daily automated world backups) and also to work around an ongoing server memory leak issue whereby the server performance slowly reduces over time. (Hopefully this restart shouldn't be too intrusive.) Carpenters Blocks I am pleased to announce that, after a thorough vetting process, the Carpenters Blocks mod is being added to Fondant Fancy as part of this patch. This mod features a number of skinnable blocks such as slopes, stairs, walls, doors, buttons, beds, torches, etc. The slopes are probably the thing which people have most looked forward to, allowing you to do something like this: Pretty cool, eh? Please note that, for those already familiar with the mod, the safes have not been enabled due to their design fundamentally conflicting with the server's existing permission system. Everything else is enabled though Lead Strips It has been an ongoing problem with the Eclair and Fondant branches of Robbit that Lead was almost useless. For this reason, this patch adds the Lead Strip as a new recipe item, made in the way you would normally make wires from ingots or plates (using the metal former, the cutter or the hammer). This new strip has been added to the recipe for the basic battery and circuit. Consequently, you're going to need a little bit of lead to make most IC2 stuff from now on Compact Wind and Water Arrays I am pleased to announce that this patch extends the Compact Solar Array concept to the Wind Mills and Water Mills as well. This means that you will be able to build LV, MV, HV and EV Compact Wind Arrays, as well as ULV, LV, MV and HV Compact Water Arrays. In general, these arrays work the same way as their base counterparts and the design functionality is equivalent to the compact solar arrays. (The whole thing should be pretty self explanatory!) Here's the balancing for the relevant wind arrays, with comparison against the base wind mill: Wind Mill: up to 5 EU/t LV Wind Array: up to 20 EU/t, equivalent to 4 wind mills MV Wind Array: up to 80 EU/t, equivalent to 16 wind mills HV Wind Array: up to 320 EU/t, equivalent to 64 wind mills EV Wind Array: up to 1280 EU/t, equivalent to 256 wind mills And for the water arrays (in unmanned mode): Water Mill: up to 0.25 EU/t ULV Water Array: up to 2 EU/t, equivalent to 8 water mills LV Water Array: up to 16 EU/t, equivalent to 64 water mills MV Water Array: up to 128 EU/t, equivalent to 512 water mills HV Water Array: up to 512 EU/t, equivalent to 2048 water mills The water arrays have also been tweaked so that the "manned" mode for each tier of array is buffed from the base water mill. It's still rubbish, but it felt reasonable to me that the higher tier mills should confer some sort of bonus to manual mode in case you were silly enough to use them that way. So the values are comparably set as follows: Regular Water Mill: 1 or 2 EU/t for 500 ticks, with storage of up to 4 buckets ULV Array: 2 or 4 EU/t for 250 ticks, with storage of up to 8 buckets LV Array: 4 or 8 EU/t for 125 ticks, with storage of up to 16 buckets MV Array: 5 or 10 EU/t for 100 ticks, with storage of up to 20 buckets HV Array: 10 or 20 EU/t for 50 ticks, with storage of up to 40 buckets Obviously, you're still just better off putting the water mills/arrays inside a pool of water But I kinda felt this sort of little buff was needed to prevent the water arrays from being forced to lose the manned mode. The introduction of the new types of power arrays created a problem when it came to figuring out recipes. In Exciting Eclair, the cost of making solar panels was modified to use lightning circuits (requiring elemental dust to make) in order to prevent the solar arrays from being mass-producible and auto-craftable from replicated matter (mostly because everyone ended up with a stack of HV solar arrays in their safe at the end of Delicious Doughnut due to mkmarq taking advantage of this property and then giving the arrays out to everyone who wanted them). Without some equivalent adjustment to the recipes for the wind and water mills, this issue would effectively return again for someone else to exploit in the future. As a workaround to this problem (although I'm not sure how effective it will be) this patch introduces Array Controllers, which are new recipe components used in the crafting of compact power arrays. There is one array controller for each tier, built by mixing elemental dust and lead strips into the transformers that previously stood at the centre of the crafting recipes for arrays. Here you can see what they look like: Here's the recipe for the LV Array Controller: And here's how it's now used in the crafting of the lowest tiers of the various types of arrays (solar, wind and water respectively): The other power tiers work in exactly the same way. As a result of this balance change, it has been deemed unnecessary to keep the lightning circuit as part of the recipe for the basic solar panel (since elemental dust is now needed to make the controllers instead), so it has been replaced with a silver circuit. New Music Discs This patch adds a few new music discs as follows: Bach - Toccata and Fugue in D Minor (the classic halloween music) MediEvil - Sleeping Village (kinda spooky!) Kevin MacLeod - The Builder (AKA the primary "madness edition" TD music) Kevin MacLeod - Batty McFaddin (AKA the alternate "madness edition" TD music) Runescape - Saga (fantasia edition) More discs might make their way into the game in future patches. Adventure Hub This patch introduces the Adventure Hub which will be going into dimension 12. The purpose of this hub is to facilitate future development of the Robbit Adventure Dungeons, which are intended to eventually become Robbit's third game mode. Assuming patch development continues, you will probably hear more about this in the coming months. Bug Fixes and General Changes Cactus, Terror Spine, Icicle, Discharge Spike and Spiky Coral blocks no longer damage non-living entities (e.g. dropped items). The shopping GUI now also displays emerald credits. Packed Ice is now called Packed Ice in all English language files, rather than sometimes being called Compressed Ice. Small language tweaks to IC2 (batteries now include voltage in battery name, scanners are now named fully). Nether now always spawns Wither Skeletons rather than sometimes spawning regular Skeletons. Wither Skeletons are now actually named Wither Skeletons. Stirling Engine no longer overheats. The NEI item ID display is now removed (after previously having been deprecated in Eclair). If you want to display item IDs now, use debug mode (F3+H). Disabled recipes for armour trimming and diamond dolly because they are being moved back to the shop. Minor RAM use optimization for TabManager. Added logging for energy-net explosions. The recipe for Aurora Torch now gives 4 torches instead of 1. Internal refactoring of Robbit Machines mod. Removed bleeding edge flashing box from title screen. If your client's theming season does not match with the server, it will now block you from joining in order to avoid various bugs caused by a theming season mismatch. Robbit Machines now work with Ejector and Fluid Ejector upgrades. The tapping point on the sprite for "dry" Rubber Wood (where the resin tapping point still exists, but the resin has already been tapped out) has been adjusted to make it more visible. The recipe for the Barrel Storage Upgrade has been adjusted again, and now uses a Lead Plate instead of a Lead Block. (The block turned out to be too expensive) The machine components which were previously part of Robbit World (the lightning circuit, elemental circuit and elemental gear) have been moved to the Robbit Machines mod. Adjusted the recipe for the MV transformer to make it more consistent (it is now consequently more expensive). The sprites for the MV, HV and EV transformers have been adjusted to more closely match the storage units of the matching tiers (the CESU, MFE and MFSU respectively). Added Doctor Paul block to the novelty blocks list. Added more textures to Faithful Texture Pack. Fixed WAILA display issue with Railcraft tanks. Fixed WAILA display issue with Railcraft stairs. Fixed WAILA tooltips on multi-texture itemblocks where the block textures extend past the item list (e.g. logs & leaves). Fixed IC2 obscurator. Fixed IC2 booze. Fixed power item glitch in ExtraCells 2. Fixed NPE crash in combustion generator. Fixed "/plot clear" scattering items everywhere. Fixed Miner GUI being broken in Faithful Texture Pack. Fixed misalignment in Coal Dust texture in Faithful Texture Pack. Fixed Induction Furnace GUI having extra non-existant slots in Faithful Texture Pack. Fixed an issue with some recipes that used signs only allowing oak signs to be used. Fixed an issue where EBXL and Indigo dyes were not properly registered with the ore dictionary. Fixed banners not being craftable with non-vanilla dyes. Fixed pick block on Angel Cake. Fixed an issue where hunger would not deplete in the spawn world when saturation was used to heal health. Fixed an issue where tanks would not keep colour when mined out without Silk Touch. Fixed an issue where Advanced Machines did not restrict the items that could be placed into its slots. Fixed an issue where Robbit Machines did not correctly restrict the items that could be placed into the battery discharge slot. Fixed an issue where the theming season would not roll over at the same time between client and server due to timezone differences. (The client will now roll over the theming season at 6.00 AM UTC, at the same time as the automatic server restart, rather than basing it on the local timezone.) Fixed sprite issue with IC2 upgrade modules. Fixed the item name of the Lapotron Loader Upgrade. Fixed an issue where child zombies could gain pumpkin heads during Halloween which would hover above them rather than fitting over their heads properly. Fixed an issue where you could not remove Robbit Machines by wrenching them on the top or bottom face. Fixed an issue with NEI where the renderObjects ASM call was being injected at the wrong time, causing weird rendering glitches in the NEI pane when certain objects on screen were rendered such as tooltips in the Combustion Engine GUI. Fixed an issue where coloured beds would change colour if you slept in them by right-clicking the head of the bead. Reporting Bugs If you find any bugs, please report them on the Robbit issue tracker. This will help us to weed out and fix bugs faster and more efficiently. Thank you.
  16. When switching between buckets and cells, the IC2 Water Mill outputs the wrong amount of power. This is because the internal storage doesn't remember the source of each fuel input. As of the release of Compact Water Arrays, these exhibit the same issue (since they are copying the design of the original).
  17. Tinytimrob

    Advanced Watermills

    Fixed in r4956.
  18. Tinytimrob

    Advanced Watermills

    Under development now.
  1. Load more activity
×