This is the first RC of the 0.9 update. Some things may be broken, but all content up to the beginning of HV has been playtested and verified.
This update focuses on refining gameplay, and introducing bulk ore
processing systems across late LV/early MV.
### Mod Changes
- BI is now built using Neoforge instead. This should have zero end
user impact except for some bugfixes and a different loading screen.
- **Headliner**: Big Globe has been removed.
The branch BI was using (3.x) is no longer supported, and 4.x is not
compatible with 3.x worlds. This means that updating would cause
worlds to break *anyway*, and with 4.x introducing annoying changes
to customising worldgen it was decided to migrate to a different
worldgen mod.
- **Headliner**: Primary world generation is now provided by
Ecospherical Expansion.
- GTCEu has been updated to 1.4. This has a handful of new recipe
changes including a built-in iodine chain.
- The GTCEu Evaporation Tower is disabled in favour of our own
Evaporation Pool. This is not going to change.
- Formaldehyde keeps our own recipes, rather than the GTCEu one.
- HCN keeps both recipes.
- CaOH keeps our own recipe.
- The new hazards feature is disabled entirely.
- Create: Cobblestone Generators has been added for (relatively) easy
infinite cobblestone generation.
- Create: Diesel Engines has been added.
- The pumpjack now produces Heavy Oil instead of DE\'s Crude Oil.
- The primitive distillation tower now produces Light Fuel and
Heavy Fuel from Heavy Oil.
- Light Fuel can be burnt inside the diesel engines. This makes
pumpjacks nicely self-sufficient.
- Create: New Age has been slightly rebalanced; two max-size windmills
will produce approximately one amp of MV power.
- A number of previously provided by default mods have been removed to
slim down the pack footprint. The tweaker scripts for these mods
will continue to exist and adding them to the pack continues to be
officially supported.
These mods are Pretty Pipes, More Red, RFTools, Map Atlases, and
Scannable.
### Recipe Changes
- *Headliner*: Component recipes now give a higher output. This
removes a significant amount of grind from the early game.
Specifically, they give twice their output from the crafting table,
and four times their output from the assembler.
- *Headliner*: LV-EV circuit recipes now give double their output.
This, likewise, removes a significant amount of grind from the early
game.
Additionally, bolts in these recipes have been removed entirely.
They added what was essentially pointless microcrafting due to
nearly all of the bolts only being used in a single circuit recipe.
- Some LCR recipes have been downgraded to just the Chemical Reactor.
- Unified certain extraction mechanisms with a new Solvent Extraction
Helper fluid.
- Some GregTech tools have been re-enabled.
- Mining hammers can now be made like the old hammers, for a
working 3x3 mining tool.
- Super Chests now correctly use our new material tier system.
- Super Tanks now have a simplified recipe that uses Super Chests.
- Readded recipes for void covers. There\'s no real point crusading
against this with how trivial it is to void things in an
unperformant way (drill on tank/drop into lava).
- Ingot nuggets can now be made with a cutter.
- Recipes for plates have been removed from the forge hammers. These
are always inefficient compared to the bending machine or the Create
press, and so serve no purpose but to clog up the recipe viewer.
- Wires from Create: Crafts & Additions are now craftable in an
assembler. These work as basic RF carriers e.g. from New Age
turbines.
- Compressor recipes for nuggets -\> ingots and ingots -\> blocks are
no longer punitively long.
- Reduction recipes using iron or aluminium can now use either ingots
or dusts. Additionally, most of the blast furnace reduction recipes
that produced dusts now produce ingots directly.
- A number of recipes now use ranged outputs, instead of chanced
outputs. This makes them feel more fair with relation to larger
stack sizes than the \"all-or-nothing\" approach of the previous
system.
- Wastewater has been added as a byproduct of ore processing, which
also works as a source for sulfur and fluorine.
- Red Alloy has been phased out from the upper tiers of circuit.
- Tier 0 (earlygame) changes:
- Added crushing wheel recipes for 1-to-1 ore processing.
- Changed the sequenced recipe for Magnetic Iron to use three
loops of one deployer, rather than one loop of three deployers.
- Rubber is now more consistent; mixing raw rubber and sulfur
together in a regular heated basin will get rubber pulp rather
than liquid rubber, which can be rolled and pressed to get
rubber sheets.
Liquid rubber can still be made via superheating from both raw
rubber and regular rubber pulp.
- Some of the Create orestones now produce multiple crushed ores,
allowing for easier ore automation throughout the early tiers.
- Tier 1 (LV) changes:
- Earlygame power comes from steam turbines, like in base GTCEu,
rather than New Age turbines.
- Silicon wafers have been moved down from MV to LV. Consequently,
diodes are now exclusively crafted with wafers. Additionally,
silicone boules now require twice the amount of gallium
arsenide.
- Firebricks must now be crafted in the EBF instead of being
combined by hand and smelted.
This reflects their change in position within the game, from the
primitive blast furnace to the Bessemer Converter.
- Hydrogen can now be made from a direct water gas shift recipe
using refinery gas, without needing to distill it.
- Tier 2 (MV) changes:
- Vanadium and Magnesium can now be recovered from iron slag
residue, created by blasting crushed iron ores.
This replaces the old ore slag system, which was half-baked and
half-implemented anyway.
- Vanadium steel is now made from a mixture of iron, ferrochrome,
and ferrovanadium.
- The distillation tower is now available in MV, rather than HV.
This makes setting up oil outposts more feasible in the early
game.
- The large steel boiler is now available in MV, rather than HV.
- Aluminium dust can be smelted directly to ingots, instead of
requiring the EBF.
Originally, this was to gate MV and aluminium behind the EBF,
but now firebricks and steel serves that purpose, so this adds
no purpose.
- Bauxite processing now uses a 1:1 ratio of chemical reactor to
autoclave recipe speeds, to make things work a bit nicer.
- Chromite processing now uses a 1:2 ratio of chromite:sodium
dichromate blasting speed.
- Tier 3 (HV) changes:
- Ore drills have been removed. The ore sorter now sorts the
orestones instead.
- Phosphorus-doped silicon now requires twice the amount of
gallium arsenide (one dust instead of two small dusts).
- Removed combo sorting. This doesn\'t really work when you have
quantum chests.
- Adjusted some of the ore sorter ores.
- HSLA steel now uses ferrovanadium instead of raw vanadium.
### Machine Changes
- A Ion Exchanger multiblock has been added. This replaces certain
chemical reactor/LCR organic chemistry recipes that were previously
introduced in 0.8.
- A new Rock Synthesiser multiblock has been added to allow for
passive generation of the early game orestones.
- A new Ball Bearing Grinding Mill has been added to replace the LV/MV
macerator.
- A new Bulk Washing Channel has been added which can be used to do
large amounts of ore washing.
- The Evaporation Pool is now 7x7 rather than 11. This also means you
can fit a full FOUR in one chunk easily.
### World Changes
- Worldgen is now provided by Ecospherical Expansion instead of Big
Globe.
- The vanilla worldgen engine is significantly slower; it\'s
recommended you use a chunk pre-generator and generate a large
area in advance.
- The Large Biomes preset is recommended to get a good world.
- Ore veins are now provided by GTCEu; they are now significantly
bigger and come with mixed ores rather than single ores.
- Goethitite, pyrite, cinnabar, hematite, apatite, tricalcium
phosphate, pyrochlore, and various salts and lubricants are now
available as ores in addition to all of the previous ores.
- Surface ore indicators have been disabled. Use the prospector.
- New ores have been added:
- Arsenopyrite is an ore of iron and arsenic. It can be found in
copper and redstone veins.
- Fluid veins have been significantly buffed, having an average of
2.5x the amount of fluid per vein. They also have much higher
depleted output than before, to incentivise creating
place-and-forget outposts.
- New coal gas fluid veins have been added to the Nether. This
provides an easily obtainable infinite amount of coal gas/coal tar
now that the charcoal -\> coal gas/coal tar recipes have been
removed.
### Misc Features
- Added a new \"Super Quests\" chapter for certain achievements.
- Light Fuel can now be burnt in liquid blaze burners.
- Straws can now be made in the GTCEu lathe from sticks or bamboo.
### Miscellaneous Bugfixes
- Fixed usages of the old `#forge:sticks/wood` tag.
- Fixed broken rolling machine recipes being created for rods that
don\'t have an ingot.
- The material tier system now uses GTCEu\'s built-in system for
getting ItemStacks from materials.
This cuts out a significant amount of duplication, as well as making
things more future-proof for modded materials.




