* Official 1.7.2 update.
* Logic card recipes will consume their ingredients. (possibly temporary depending on whether it even makes a difference)
* Changed refined iron to normal iron in one recipe, since refined iron was removed.
* Items (MFDs, blank cards, link cards, logic tokens, crafting ingredients) will be deleted when upgrading from 1.6.4. Sorry!
* Fixed forcefields not getting any power with "preferredEnergySystem=infinite"
* Forcefields look bad or invisible at a distance because of 1.7's mipmapping (texture smoothing).
* New bug: Several GUIs have syncing problems.
* New bug: forcefields camouflaged with ice are not translucent.
* New bug: forcefields camouflaged with stained glass are just weird.
* EMP upgrades, forcefield cores and tesla coils can use different power systems - set the preferredEnergySystem option in immibis.cfg.
* Removed the ability to right click with a frequency card to see a random number.
* Absorbed the old mod DeFence. As a result:
* Added chain link fences.
* Added barbed wire fences.
* Added code doors, which are doors locked by a 4-digit PIN.
* Fixed empty 1 and 2 sections being created in config file.
* Industrial tesla coils use a whitelist of entities to attack, instead of a blacklist
* Arrows and other projectiles can be destroyed by industrial tesla coils.
* Destroying a projectile always costs 500 EU instead of using as much EU as possible.
* Item detection filters now target dropped items (which match the item in the filter) as well as players.
* Made everything relating to data beams glowy (like xycraft ore)
* Made forcefield projectors glowy (also like xycraft ore)
* Fixed being able to mine data beams with silk touch.
* Fixed a small texture bug with programmable filters.
* Added input mode icon to the programmable filter GUI.
* Added coloured input tokens.
* Fixed zapper+camo forcefields using the wrong texture when no block is in the camouflage upgrade.
* Directional Projector renamed to Line Projector (as intended).
* Added (DEPRECATED) tags to reactor field projectors, reactor connectors.
* Added (DEPRECATED) tag to EU injector. If you somehow still have one, just supply power to the core directly.
* enableReactorBlocks defaults to false.
* Apologized for being like Sengir and removing things. This mod is not Nuclear Control. At least nothing was nerfed.
* Gave up waiting for IC2 to have a non-alpha release and updated to Minecraft 1.5.2.
* Items cannot be inserted into loot collectors.
* Only splash potions can be inserted into potion applicators.
* Removed Reactor Monitor, Reactor Monitor Client and Reactor Cooler.
* Removed reactor link cards.
* Removed MFD wrench mode.
* Blacklisted item frames and all BuildCraft entities from being zapped by industrial tesla coils.
* Updated textures (by kaj_)
* Fixed an exploitable world-breaking server crash that could also be triggered accidentally.
* Fixed forcefield filter not working on area projectors.
* Fixed colour of forcefield filter beam.
* Fixed top and bottom textures being swapped on some forcefield-related blocks.
* Found out why reactor monitor clients don't work - you need to set them up like this: http://puu.sh/1myiu
* Fixed top and bottom textures being swapped on some forcefield-related blocks.
* Found out why reactor monitor clients don't work - you need to set them up like this: http://puu.sh/1myiu
* Added unfinished inhibitor upgrade. On large forcefields, may cause lag or slow forcefield generation. You shouldn't use this yet.
* Fixed players being able to crash the server with a ClassCastException.
* Removed a debug message
* Added configurable limits to config file. maxProjectorSize controls most limits, except for tube radius and deflector distance.
* Made forcefield blocks render faces that are touching other types of force fields correctly
* Made block-breaker fields no longer break tile entities.
* Reduced lag from large tube forcefields (by only refreshing the actual forcefield blocks and not the ones in the middle)
* Added configurable refresh speed (in blocks/tick/projector) - when you have a block blocking
* Refactored more code.
* Block cutter should now properly drop all blocks.
* Tube projectors can make holes in other force fields linked to the same generator again.
* slowGenerate removed. Forcefields generate instantly.
* Refactored lots of projector-related code.
* Block-cutter, zapper and camouflage upgrades work on all projectors (except reactor fields)
* Dome upgrade works on tube projectors
* Camouflage upgrade works in SMP
* Changed area projector max height to 255 instead of 127
* Quadrupled area projector power consumption; previously the number
* Halved area projector power consumption (stacks with above)
* Reactor field can now be placed 1 block away from a 0-chamber reactor.
* Outline of zapper forcefields fixed when pointing at them
* Zapper forcefield particles now spawn at a random location inside the block,
* Fixed zapper forcefields not hurting things that jump upwards into them.
* Zapper forcefields now count as generic damage instead of void damage
* Fixed typo causing zapper forcefields to have weird collision boxes.
* Made force field blocks not made by a projector decay, like leaves
* Changed: Tube projectors no longer poke holes in other forcefields.
* Discoveries:
* Bugs:
* Fixed upgrades not changing appearance when activated in SMP
* Fixed crash when opening deflector GUI
* Changed uninsulated to insulated copper cable in recipes
* Fixed large forcefields not working near bedrock level
* May have fixed forcefields not working sometimes in SMP if not placed near Z=0 and nobody was near Z=0 to load that chunk
* Changed TileEntityProjektor.field_queue from a LinkedList to a HashSet
* Added slowGenerate config option
* Made forcefields instantly break boats that are stuck in them.
* Internal changes to allow large forcefields to have inhibitor
* Fixed vertical tube projectors in "front" mode?
* Added a cooldown to field activation and deactivation to prevent spam.
* Removed recipe for remote reactor link, since it didn't even do anything.
* Removed ID-tool mode of MFD, since it was useless. If you have one, you
* Offset mode. Right click on any side of a projector to shift the entire
* Added recipe for the inhibitor upgrade (machine block + 4 carbon plates)
* Allowed wiring directly to cores.
* Disabled recipe for EU injector.
* Cores accept energy in complete packets, so no more increased cable losses.
* Cores will not use any EU's if that would waste energy (if there's <10 FP missing)
* Projectors now drop their contents when broken (but not reactor monitors
* Frequency cards (all types) can be crafted by themselves to reset them.
* Fixed top and bottom textures being swapped on some forcefield-related blocks.
* Found out why reactor monitor clients don't work - you need to set them up like this: http://puu.sh/1myiu