Releases: age-series/ElectricalAge
1.16.5 Testing Release
Custom rolled release of the Electrical Age mod. See https://ll.ja13.org for more details.
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Fixes:
- The variable DC/DC converters no longer corrupt the world and it now attempts to try and fix corrupted worlds. Neato!
- Null item stacks (empty stacks) in the various devices that accept items no longer crashes the client/server (as accidentally introduced in 1.16.4)
The new festive items can be turned on only using the xmas channel until further notice, the GUI code was being particularly buggy and I would rather people enjoy the items than have to wait with only 10 days to Christmas
1.16.4 Testing Release (The Holiday Update!)
Custom rolled release of the Electrical Age mod. See https://ll.ja13.org for more details.
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BREAKING CHANGES:
- New bulb code with better life calculation. It will likely expire all existing lights, unless they are LED and you have the LED infinite life on.
Added:
- Christmas Trees
- Holiday Candles
- String Lights
- Config option for festive items to be disabled
- Non-swinging variant of the suspended lamps
Fixes:
- The electrical machines now relay the voltage correctly again in the tooltip
Bugs:
- The variable DC/DC converters cannot be placed next to one another or it will corrupt your world. If this happens, contact a developer to fix your world.
The new festive items can be turned on only using the xmas
channel until further notice, the GUI code was being particularly buggy and I would rather people enjoy the items than have to wait with only 10 days to Christmas
1.15.11 Stable Release
Custom rolled release of the Electrical Age mod. See http://ll.ja13.org for more details.
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Changed:
- VDC/DC converter now allows basic uninsulated copper cables to be used in the coils.
- Haxorian Balance Patches...
- Batteries last 1/4 of the time they used to
- Machines can draw a lot more power (and thus, can do things faster now)
- Recycling for old batteries is now less
1.15.10 Stable Release
Custom rolled release of the Electrical Age mod. See http://ll.ja13.org for more details.
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Added:
- Variable DC/DC Converter
The new Variable DC/DC converter allows you to have a much more fluid control over the voltage output.
The maximum output of the converter is 5 amps. This has not yet been confirmed...
You can boost or buck based on the rotation of the block on the ground. One can use this to create a stable voltage output on one side with some regulation circuitry.
The ratio range is from 1.0 to 0.1 (or, 1.0 to 10.0 if placed backwards). The input signal is clamped to prevent too high of a voltage output. For example, with a 50v input voltage, the highest you can boost is 500v, and the lowest you can buck is 5v.
Crafting is the same as a DC/DC device except there is a cheap chip between the two copper wires.
Currently, the cables installed are not important, but in the future the cable current rating will change the rating for the converter input and output.
1.15.9 Testing Release
Do I get a cookie? Did I fix the clutch bug?
You guys decide! Let me know if there's any problems with the clutch!
Custom rolled release of the Electrical Age mod. See http://ll.ja13.org for more details.
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Fixed:
- Clutches fixed maybe?
1.15.8 Testing Release - Variable DC/DC converter
Custom rolled release of the Electrical Age mod. See http://ll.ja13.org for more details.
MAKE BACKUPS OF YOUR WORLD
Added:
- Variable DC/DC Converter
The new Variable DC/DC converter allows you to have a much more fluid control over the voltage output.
The maximum output of the converter is 5 amps. This has not yet been confirmed...
You can boost or buck based on the rotation of the block on the ground. One can use this to create a stable voltage output on one side with some regulation circuitry.
The ratio range is from 1.0 to 0.1. The input signal is clamped to prevent too high of a voltage output. For example, with a 50v input voltage, the highest you can boost is 500v, and the lowest you can buck is 5v.
Crafting is the same as a DC/DC device except there is a cheap chip between the two copper wires.
1.15.7 Testing Release
Do I get a cookie? Did I fix the clutch bug?
You guys decide! Let me know if there's any problems with the clutch!
Custom rolled release of the Electrical Age mod. See http://ll.ja13.org for more details.
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Fixed:
- NaN's are not possible as a signal input on a clutch anymore
- Clutches fixed maybe?
1.15.6 Stable Release
Custom rolled release of the Electrical Age mod. See http://ll.ja13.org for more details.
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Bugfixes:
- Removed NaN bugs near shafts
Bugs:
- One bug has been discovered with clutches NaN'ing their networks. This may have been introduced accidentally in 1.15.4, and will be fixed in 1.15.7 when it releases.
1.15.5 Broken Release
It apparently didn't fix anything.
1.15.4 Stable Release
Custom rolled release of the Electrical Age mod. See http://eln.ja13.org for more details.
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Changes:
- mining pipes and alloy dust are a bit less grindy
- updated version checker to include stat feature
Bugfixes:
- added matrix debugging information to WAILA
- fixed Autominer to use full chest
- fixed creative flywheel throwing bug
- cached important shaft variables