<h2>XNet 1.20-6.1.5</h2><br/> - Dertiende implemented a new 'pulse' mode for redstone channels. This will let the connector output a pulse with the specified duration<br/>
<h2>XNet 1.19-5.2.5</h2><br/> - Dertiende implemented a new 'pulse' mode for redstone channels. This will let the connector output a pulse with the specified duration<br/>
<h2>XNet 1.20-6.1.4</h2><br/> - Dertiende did another small refactor of redstone and color logic<br/> - Fixed a problem where a facade could mimic air in some situations<br/>
<h2>XNet 1.19-5.2.4</h2><br/> - Dertiende did another small refactor of redstone and color logic<br/> - Fixed a problem where a facade could mimic air in some situations<br/>
<h2>XNet 1.20-6.1.1</h2><br/> - Various changes and improvements from Dertiende:<br/><h4> - Ticking optimisation, caching of main variables</h4><br/><h4> - Added support for jei drag&drop</h4><br/><h4> - Fixed some translations for .ru</h4><br/><h4> - Fixed problem with logical channel when it didn't work with redstone dust connected</h4><br/><h4> - Fixed crash when working with StorageScanner from RFTools</h4><br/><h4> - Fixed crash when energy channel connector breaks</h4><br/>
<h2>XNet 1.19-5.2.1</h2><br/> - Various changes and improvements from Dertiende:<br/><h4> - Ticking optimisation, caching of main variables</h4><br/><h4> - Added support for jei drag&drop</h4><br/><h4> - Fixed some translations for .ru</h4><br/><h4> - Fixed problem with logical channel when it didn't work with redstone dust connected</h4><br/><h4> - Fixed crash when working with StorageScanner from RFTools</h4><br/><h4> - Fixed crash when energy channel connector breaks</h4><br/>
<h2>XNet 1.20-6.1.0</h2><br/> - Dertiende did some massive changes to XNet:<br/><h4> - More text labels can now be localized</h4><br/><h4> - Add support of all logic operations from enderio</h4><br/><h4> - Remove "speed" from logic channel</h4><br/><h4> - Changes in input validation: the text is now validated when you lose focus and when you press enter or esc. Previously, every new character was validated</h4><br/><h4> - Fixed bug with connector GUI. Connector name is now correctly displayed when reconnecting for other players as well</h4><br/><h4> - Now in connector GUI you can see connected block for each direction (also info about block when hovered)</h4><br/><h4> - Directional name toggle buttons now do not lose state after reopening the connector GUI</h4><br/><h4> - (Speed up) Combining simulation and real insertion methods for item and fluid channels</h4><br/><h4> - (Speed up) Cache connector position for all channels</h4><br/><h4> - (Speed up) Skip processing of full inventories if there are many extractors for item channels</h4><br/><h4> - (Speed up) Cache rate for energy channel</h4><br/><h4> - (Speed up) Stop the iteration if we have obtained enough energy to fill all consumers for energy channel</h4><br/>
<h2>XNet 1.19-5.2.0</h2><br/> - Fixed shape calculation for connectors so that they are more accurate<br/> - Dertiende did some massive changes to XNet:<br/><h4> - More text labels can now be localized</h4><br/><h4> - Add support of all logic operations from enderio</h4><br/><h4> - Remove "speed" from logic channel</h4><br/><h4> - Changes in input validation: the text is now validated when you lose focus and when you press enter or esc. Previously, every new character was validated</h4><br/><h4> - Fixed bug with connector GUI. Connector name is now correctly displayed when reconnecting for other players as well</h4><br/><h4> - Now in connector GUI you can see connected block for each direction (also info about block when hovered)</h4><br/><h4> - Directional name toggle buttons now do not lose state after reopening the connector GUI</h4><br/><h4> - (Speed up) Combining simulation and real insertion methods for item and fluid channels</h4><br/><h4> - (Speed up) Cache connector position for all channels</h4><br/><h4> - (Speed up) Skip processing of full inventories if there are many extractors for item channels</h4><br/><h4> - (Speed up) Cache rate for energy channel</h4><br/><h4> - (Speed up) Stop the iteration if we have obtained enough energy to fill all consumers for energy channel</h4><br/>
<h2>XNet 1.19-5.1.3</h2><br/> - Fixed a problem with fluid filters which would cause crashes if it wasn't a valid bucket item to filter on<br/> - Pasting to an advanced connector with a direction different from default would not correctly set that direction<br/>
<h2>XNet 1.19-5.1.2</h2><br/> - Big improvements to the routing and wireless routing in general. It should now start and stop much quicker if something changes and it will also respect the fact that a channel is disabled<br/>
<h2>XNet 1.18-4.0.8</h2><br/> - Big improvements to the routing and wireless routing in general. It should now start and stop much quicker if something changes and it will also respect the fact that a channel is disabled<br/>
<h2>XNet 1.19-5.1.1</h2><br/> - Added facade to the creative tab<br/> - Fixed a server-side crash with facades on 1.19.3. Make sure to update McJtyLib too<br/>
<h2>XNet 1.16-3.0.17</h2><br> - Copy/paste will now use a more compact json so that more can be copied before hitting the limit<br> - New system to automatically split the copy/paste packet from client to server in case of huge networks. Can be disabled by setting the client config controllerMaxPaste to a value like 28000<br>
<h2>XNet 1.18-4.0.4</h2><br> - Copy/paste will now use a more compact json so that more can be copied before hitting the limit<br> - New system to automatically split the copy/paste packet from client to server in case of huge networks. Can be disabled by setting the client config controllerMaxPaste to a value like 28000<br>
<h2>XNet 1.18-4.0.2</h2><br> - Fixed a problem with XNet networks not working below 0. Networks should be automatically upgraded to being below 0 compatible<br>
<h2>XNet 1.16-3.0.10</h2><br> - Fixed cables in creative tab<br> - Added back support for the XNet api<br> - Fixed a potential crash in facades<br> - Wireless router works again<br> - Disabling a connector will now immediatelly cause a visual update<br> - Fixed recipes and added recipe for connector upgrade kit<br> - The connector upgrade kit works again<br>
<h2>XNet 1.15-2.1.14</h2><br> - Fixed cables in creative tab<br> - Added back support for the XNet api<br> - Fixed a potential crash in facades<br> - Wireless router works again<br> - Disabling a connector will now immediatelly cause a visual update<br> - Fixed recipes and added recipe for connector upgrade kit<br> - The connector upgrade kit works again<br>
<p>2.1.4-beta:<br>- Fixed the item model for XNet facades<br>- 'kyleedwardsny' fixed various things related to the facades:<br> - Fixed some rendering issues when breaking facades<br> - Fixed the cable blocks being solid<br> - Consolidate all cable/facade rendering into GenericCableBakedModel and remove the redundant FacadeBakedModel and everything related to it. This reduces the amount of code that has to be maintained.<br> - Fix a possible performance regression in #414 that was pointed out on Discord. Now, the cable quads only get returned in the solid rendering layer, and quads for the mimicked block only get returned if the mimicked block's canRenderInLayer() is true.<br> - Allow facade/cable rendering in all layers, ensuring that translucency works in addition to cutouts and solids.<br> - Always render the cable even if there is also a facade, so that translucent and cutout blocks show the cable inside.</p>
<p>2.1.0-beta:<br>- Fixed antenna models<br>- Re-implemented TOP support for all XNet cables/connectors and machines<br>- Used new tooltip system in McJtyLib<br>- The oredictionary support in XNet has been replaced with the use of tags. If you enable 'tag matching' it tries to find common tags to match on<br>- XNet now also supports the filter module from RFToolsBase. Up to 4 filters can be placed in the controller and used in item connectors<br>- The processor console module can now also be used as an item in the tablet<br>- Fixed the recipes for the vanilla recipe book<br>- Moved most of the configs from common to server (so that they are saved with the world and synced to the client)</p>
<p>2.0.2-alpha:<br>- Darkere fixed some GUI translation keys<br>- 'kr' translation file from Mindy<br>- Fixed the models for the router and wireless router<br>- Fixed various cable models</p>
<p>1.8.7:<br>- Inventory hilighting from the controller works again<br>- The facade block works much better now<br>- Connectors now connect better (visually) when they are first placed</p>
<p>1.8.6:<br>- Updates to latest McJtyLib<br>- The drops for cables, connectors and advanced connectors should now be correct<br>- The xnet cables and connectors should no longer appear in all creative tabs</p>
<p>1.8.5:<br>- Fixed localized names for the colored cables, connectors, and advanced connectors<br>- Fixed a problem in the controller where the current amount of power would not be shown correctly</p>
<h2>XNet 1.12-1.8.1</h2><br> - The ctrl-c/ctrl-v hotkeys work on connectors now instead of channels<br> - The up/down keys move up/down the selected connector<br>
<h2>XNet 1.12-1.8.0</h2><br> - Depends on McJtyLib 3.5.0!<br> - Fixed a problem where the updated proxy would break instantly by hand and not drop anything<br> - Added ctrl-c/ctrl-v support for copy/pasting channels<br> - Added support for RFTools Control with a new opcode to enable/disable channels<br> - Added another opcode to test if a color mask is true<br> - Added better checks when inserting fluids in a tank to make sure it really worked. This avoids a crash in certain situations<br>
<h2>XNet 1.12-1.7.6</h2><br> - API improvements to allow other mods to add connectors to a controller<br> - Needs McJtyLib 3.1.0<br> - Support for COFH RF API is removed. Only Forge Energy is supported now<br> - Various cleanups<br>
<h2>XNet 1.12-1.7.5</h2><br> - Fixed a bug with wireless channels not storing the owner correctly<br> - New feature to copy/paste channels and connectors!<br>
<h2>XNet 1.12-1.7.4</h2><br> - WARNING: Do not load any worlds with XNet 1.7.3 or earlier if you last saved them with XNet 1.7.4 or later!<br> - Joseph fixed log warnings due to tile entities being registered with names like "minecraft:xnet_facade" instead of "xnet:facade".<br> - Fixed a problem with the redstone proxy blocks being breakable by hand (and not giving any drops)<br> - Fixed a possible crash with the wireless routers when used in different (unloaded) dimensions<br> - Made sure that the baked models for cables never return null for the particle texture<br> - Fixed a problem with the router not showing multiple local channels of the same type<br>
<h2>XNet 1.12-1.7.2</h2><br> - Fixed a very stupid bug in the item handling when there were multiple extraction points and some of these were disabled by color mask and/or redstone mode. As soon as it tested one of those extraction points it would ignore all remaining extraction points if the conditions didn't match<br>
<h2>XNet 1.12-1.7.1</h2><br> - Reduced power consumption of the wireless router. It was a bit too much. Changed the name of the config so that everyone will get the new values<br> - New feature to extract a specific amount of items per tick<br>
<h2>XNet 1.12-1.7.0</h2><br> - Made compatible with the latest McJtyLib (3.0.0)<br> - New wireless router. A wireless router must be connected to a routing network (using the special routing cables) to a normal router. All published channels on that router will be made available remotely to another wireless router. Note that a wireless router needs an antenna to work<br>
<h2>XNet 1.12-1.7.0-alpha</h2><br> - Made compatible with the latest McJtyLib (3.0.0)<br> - New wireless router. A wireless router must be connected to a routing network (using the special routing cables) to a normal router. All published channels on that router will be made available remotely to another wireless router. Note that a wireless router needs an antenna to work<br>
<p><span style="font-weight:400">Enhancements:</span></p>
<ul>
<li style="font-weight:400"><span style="font-weight:400">Improve the router so it kickstarts easier (McJty)</span></li>
</ul>
<p><span style="font-weight:400">Bug fixes:</span></p>
<ul>
<li style="font-weight:400"><span style="font-weight:400">Fixed blocks with certain types of complex rendering code (such as Chisel’s blocks) not working as facades (josephcsible)</span></li>
<li style="font-weight:400"><span style="font-weight:400">Fixed logspam when running a dedicated server with Chisels and Bits (josephcsible)</span></li>
</ul>
<p><strong>Enhancements</strong><span style="font-weight:400">:</span></p>
<ul>
<li style="font-weight:400"><span style="font-weight:400">Made it clear that the redstone output side can’t be changed even with advanced connectors (josephcsible)</span></li>
</ul>
<p><strong>Bug fixes:</strong></p>
<ul>
<li style="font-weight:400"><span style="font-weight:400">Fixed crash when placing two updating redstone proxies next to each other (josephcsible)</span></li>
<li style="font-weight:400"><span style="font-weight:400">Fixed being unable to break facades on connectors in creative mode (josephcsible)</span></li>
<li style="font-weight:400"><span style="font-weight:400">Fixed incorrect rendering of some blocks (such as grass) as facades (josephcsible)</span></li>
<li style="font-weight:400"><span style="font-weight:400">Fixed console spam when displaying tooltips (josephcsible)</span></li>
<li style="font-weight:400"><span style="font-weight:400">Fixed logspam when Chisels and Bits is installed, and at least one of Waila or TOP is not (josephcsible)</span></li>
</ul>
<p><span style="font-weight:400">And lots of refactoring and code cleanup.</span></p>
<p><strong>1.6.6:</strong></p>
<ul>
<li>Fixed a problem with advanced connectors still being limited to 1000mb instead of 5000mb for liquids</li>
<li>Changes to the IConnectable API</li>
</ul>
<p><strong>1.6.4:</strong></p>
<ul>
<li>Needs McJtyLib 2.6.2</li>
<li>Uses McJtyLib way to render tooltips for items in filter</li>
<li>New API so that other mods can 'connect' their blocks to XNet connectors</li>
<li>Fixed a crash that could occur in item channels</li>
<li>Improved how 'random' works. It will now really select evenly among all non-empty input slots</li>
</ul>
<p><strong>1.6.1:</strong></p>
<ul>
<li>Implemented extract mode for item channels: first (like it was in the past), random slot, or round robin</li>
<li>Doubled the speed of item connectors (5 ticks per operation for advanced and 10 ticks per operation for normal)</li>
<li>New version of the redstone proxy block that can do block updates</li>
<li>The controller GUI will sort connected blocks based on block name</li>
<li>Implemented tooltips for the filtered items in item connectors</li>
</ul>
<p><strong>1.5.0:</strong> </p>
<ul>
<li>Fixed a problem where it was impossible for a logic channel to use 5 tick speed with an advanced connector. This fix will cause all existing logic channels to double in speed. Fix this if that's important for you!</li>
<li>More robust handling of 'advanced' connectors. This way the upgrade item actually works properly</li>
<li>Fixed a bad item destruction/duplication bug in some circumstances (when using limit on output in item channel)</li>
<li>This version changes the API and if you upgrade to it you'll also have to upgrade RFTools to 7.15!</li>
</ul>
<ul>
<li>Fixed a problem where it was impossible for a logic channel to use 5 tick speed with an advanced connector. This fix will cause all existing logic channels to double in speed. Fix this if that's important for you!</li>
<li>More robust handling of 'advanced' connectors. This way the upgrade item actually works properly</li>
<li>Fixed a bad item destruction/duplication bug in some circumstances (when using limit on output in item channel)</li>
<li>This version changes the API and if you upgrade to it you'll also have to upgrade RFTools to 7.15!</li>
</ul>
<p><strong>1.4.1:</strong></p>
<ul>
<li>Added some null protection that could be needed when something is trying to move the xnet cables</li>
<li>
<p>Hilight cables if you are holding a facade/cable even if they are not hidden by a facade. Only while sneaking (can be disabled in config)</p>
</li>
<li>thraaawn added api method to get a list of all connected blocks</li>
<li>
<p>Fixed a null pointer exception with facade blocks in certain situations</p>
</li>
<li>
<p>XNet supports pistons directly now</p>
</li>
<li>TeknoKit added Forestry Support Framework</li>
</ul>
<p><strong>1.4.1:</strong></p>
<ul>
<li>Added some null protection that could be needed when something is trying to move the xnet cables</li>
<li>
<p>Hilight cables if you are holding a facade/cable even if they are not hidden by a facade. Only while sneaking (can be disabled in config)</p>
</li>
<li>thraaawn added api method to get a list of all connected blocks</li>
<li>
<p>Fixed a null pointer exception with facade blocks in certain situations</p>
</li>
<li>
<p>XNet supports pistons directly now</p>
</li>
</ul>
<p><strong>1.4.0:</strong></p>
<ul>
<li>Removed CommandGen command</li>
<li>
<p>Implemented a search bar with hilighting in the controller. Makes it easier to search your device on the network</p>
</li>
<li>
<p>Made the router gui a bit more compact so that longer controller names are easier to use</p>
</li>
<li>
<p>Fixed a bug where removing a configuration for a block on a connector with other blocks on that same connector might remove the wrong configuration</p>
</li>
<li>If you hold a connector, cable, or facade all other cables and connectors covered by facades will be hilighted in the appropriate color. That makes it easier to examine your hidden XNet network</li>
<li>
<p>Added the ability to disable directions for a connector. Helps relieve clutter in the gui and also makes the cables less confusing in case you don't need some connection. To do this you need to access the GUI of the connector</p>
</li>
</ul>
<p><strong>1.4.0:</strong></p>
<ul>
<li>Removed CommandGen command</li>
<li>
<p>Implemented a search bar with hilighting in the controller. Makes it easier to search your device on the network</p>
</li>
<li>
<p>Made the router gui a bit more compact so that longer controller names are easier to use</p>
</li>
<li>
<p>Fixed a bug where removing a configuration for a block on a connector with other blocks on that same connector might remove the wrong configuration</p>
</li>
<li>If you hold a connector, cable, or facade all other cables and connectors covered by facades will be hilighted in the appropriate color. That makes it easier to examine your hidden XNet network</li>
<li>
<p>Added the ability to disable directions for a connector. Helps relieve clutter in the gui and also makes the cables less confusing in case you don't need some connection. To do this you need to access the GUI of the connector</p>
</li>
</ul>
<p><strong>1.3.4.3:</strong></p>
<ul>
<li>For some reason people don't like to crash when they open the gui of the controller. So I fixed it</li>
</ul>
<p><strong>1.3.4:</strong></p>
<ul>
<li>Updates for latest Forge</li>
<li>Uses the new redstoneflux energy api</li>
<li>Needs McJtyLib 2.4.0</li>
</ul>
<p><strong>1.3.2:</strong></p>
<ul>
<li>Fixed a serious exploit where breaking a cable would not prevent the controller from doing its job. i.e. unintentional wireless networking!</li>
</ul>
<p><strong>1.3.1:</strong></p>
<ul>
<li>Fixed a bug with a router that only had local channels. It would not immediatelly update the network so after publishing channels the effect was not immediatelly visible</li>
<li>Added more colors for logic channels</li>
</ul>
<p><strong>1.3.0:</strong></p>
<ul>
<li>Support for direct insertion/extraction out of a storage scanner using the normal 'item' channel type.</li>
<li>Crash fix for facade blocks when used with blocks that don't have a proper getItem() in their itemstack</li>
<li>New cleaner cable textures</li>
<li>Fixed a bug which could prevent proper updating of network information when changing the network</li>
<li>Doubleclicking a block in the controller gui will highlight that block in the world (just like the storage scanner does in RFTools)</li>
<li>New upgrade kit to upgrade connectors to advanced connectors</li>
<li>RFTools is not required but if it is present it has to be version 6.00!</li>
</ul>
<p><strong>1.2.0:</strong></p>
<ul>
<li>Connectors will now display how much energy they contain in TOP and WAILA compatibles</li>
<li>It was not possible to use facades on advanced connectors. Should work again now</li>
<li>Fixed connectors not connecting to blocks that only support old style RF and no capabilities</li>
<li>In addition connectors will now connect to more blocks for redstone support and also to redstone lamps</li>
<li>Implemented new redstone output mode for the logic channel. This means the logic channel now has two connector types. The old 'sensor' mode is still present and default but you can now switch to 'output' where you can output a redstone signal based on colors enabled on the network</li>
<li>Fixed a model error log spam (not visible in game)</li>
<li>Doubled the possible speeds of the logic channel because it needs a bit more accuracy (so advanced connectors can go down to 5 ticks per operation)</li>
</ul>
<p><strong>1.1.5:</strong></p>
<ul>
<li>Fixed a crash bug on 1.10.2 that could happen when you have a specific number of items in the output</li>
</ul>
<p><strong>1.1.4:</strong></p>
<ul>
<li>Ore dictionary support for chests and lapis in recipes</li>
<li>Fluid rate is now configurable</li>
<li>New Redstone Proxy block. This block has no functionality or anything. It doesn't do anything. The only thing special about it is that a connector will connect to it which allows you to use a logical channel and a sensor to read out the redstone that goes into this block. In the future this block will also be used to transmit redstone</li>
</ul>
<p><strong>1.1.3:</strong></p>
<ul>
<li>Removed some log spam</li>
<li>Fixed a problem when adding a single connector to a router without that connector being connected to anything</li>
<li>Nikolaj Raspopov added Russian translation</li>
<li>Fixed a crash on 1.10.2 in when insert items with a count limitation in some situations</li>
<li>Fixed a potential threading race issue in the renderer</li>
</ul>
<p><strong>1.1.2:</strong></p>
<ul>
<li>Fixed a routing bug with routers that were not part of a routing network (i.e. a single router that connects multiple local networks). They would not be able to connect channels locally</li>
<li>Fixed a power duplication exploit in some specific setups</li>
<li>Fixed ore dictionary matching for items</li>
<li>Fixes to finally get the tooltip names of cables and connectors right in 1.10 too</li>
<li>Changed the color of a published remote channel green because red is usually associated with an error</li>
<li>Requires McJtyLib 2.3.11</li>
<li>Requires CompatLayer 0.2.5</li>
</ul>
<p><strong>1.1.0:</strong></p>
<ul>
<li>Item and fluid distribution is now very precise in combination with the minimum/maximum settings for a connector. Previously XNet would allow an insertion or extraction to happen if the condition was met. For example, say you specified to keep 1000mb in a tank while extracting. At some point the tank contains 1500mb and you are extracting 1000mb. That extraction would succeed because there is more then 1000mb in the tank and it would extract 1000mb which leaves only 500mb instead of the expected 1000mb. This is now changed. In this situation it will only extract 500mb and keep exactly 1000mb in the tank. Same for items and also for insertion. This allows for more precise amount management but it is a behaviour change. So if you depend on the old behaviour you will have to change things a bit.</li>
<li>The connector will now update the network if an adjacent block is placed that wasn't there before. That means that if you place a new block next to a connector it should now always show correctly in the list of blocks in the controller GUI.</li>
<li>New pulse mode for redstone control. This mode will let the connector do exactly one operation when a pulse is received. This way you can very precisely insert individual items in blocks (for example) whenever a redstone pulse is received. Note that when you have operations that are timed slow (i.e. 200 ticks between every operation for example) multiple redstone pulses in the idle time will still count as one pulse.</li>
</ul>
<p><strong>1.0.1:</strong></p>
<ul>
<li>Maximum RF/rate for normal and advanced connectors (10000 RF/t for normal and 100000 RF/t for advanced)</li>
<li>Better tooltips for the gui. Also note the maximum number of RF/t in the 'rate' field</li>
</ul>
<p><strong>0.3.0beta:</strong></p>
<ul>
<li>Added a manual for XNet containing all the info you need (almost)</li>
<li>Connector ends are now also capped off on the inside. That means that when you (for example) connect to a block that is smaller then the standard 1x1x1 size the connector will now have a proper end</li>
<li>Made cable items models (while in inventory) smaller so that they are easier to distinguish from the connector models</li>
<li>Connecting sensor channels through a router was making the sensor work twice (or as many times as there was a connected channel). Note that publishing a logic channel on the network currently is not useful because the colors are not (yet) propagated to the other networks</li>
</ul>
<p><strong>0.2.0beta:</strong></p>
<ul>
<li>Controllers will now only inherit their color from connectors. Not from cables</li>
<li>New router:
<ul>
<li>A router can manage maximum 32 published channels</li>
<li>You can have several 'local networks' connected to a router. Every network is still restricted to 8 channels</li>
<li>You can publish a channel on a local network (one connected directly to a router) by giving it a name in the channel GUI. There can be maximum 32 such published names on a single routing network</li>
<li>A single router is as such useful as it can connect maximum six different local networks.</li>
<li>You can also connect multiple routers using 'routing cable' and 'routing connectors'</li>
<li>From the routing gui you can see the published remote channels but you cannot interact with them from there</li>
<li>Published channels of the same name and type connected to a routing network can interact. The local controller will still manage extraction of item, liquid, fluids from the local network but it can now also distribute to connectors located in other networks (through the router)</li>
<li>For now routers don't require power. This may change</li>
</ul>
</li>
<li>Fixed a few bugs in how networks keep track of changes</li>
<li>A facade will no longer attempt to mimic a facade</li>
<li>Multiple controllers on a same local network will now shut down the network and make the controllers turn red</li>
<li>Added more The One Probe information on various things in the XNet system</li>
<li>Better localization for colored cables, connectors, and such</li>
</ul>
<p><strong>0.1.2beta:</strong></p>
<ul>
<li>Fixed a bug with advanced connectors and fluid and item conduits when using them to insert from another side. It would try to insert in the original side anyway and if that failed the items or fluids would be lost</li>
<li>Fixed a bug where connectors would not visually connect to machines that support Forge Energy but not RF</li>
<li>Fixed a null pointer exception when some a field was cleared in the gui</li>
<li>Made some input fields slightly larger for better input</li>
</ul>
<p><strong>0.1.1beta:</strong></p>
<ul>
<li>Fixed a bug where setting a color output in a sensor would also set the color for enabling the sensor itself. This made is impossible to use sensors</li>
</ul>
<p><strong>0.1.0beta:</strong></p>
<ul>
<li>First beta release of XNet</li>
<li>Several issues with regards to networking fixed. So breaking/placing new cables and connectors should now work nicely and update the network in all cases (unless there are other bugs)</li>
<li>New fluid channel for manipulating fluids</li>
<li>New logic channel:
<ul>
<li>A logic channel can contain several sensors.</li>
<li>A sensor can detect redstone level, energy, items, and fluids and do things based on the amounts</li>
<li>You can also look for specific items or fluids using a filter slot</li>
<li>Per connector you can have four sensors</li>
<li>A sensor can output a 'color' when it is active. There are seven colors (black is disabled). This color is enabled for the entire network (attached to the controller)</li>
<li>Multiple sensors can output the same color. A color is active in a network as long as there is at least one sensor enabling that color</li>
<li>All other connectors can now be enabled/disabled based on four of these colors. All non-black colors selected in a connector have to be enabled for the connector to work. This includes sensors</li>
</ul>
</li>
<li>Connectors shut themselves down if the chunk they are in is not loaded</li>
<li>There are now four different types of cables (four colors) and connectors. This allows you to place adjacent cables without unwanted interaction</li>
<li>The network controller will adapt its color to 'one' of the attached colors and will remember that</li>
<li>The facade is more robust and will not crash if the model it tries to mimic cannot be rendered like that (e.g. brewing stand)</li>
<li>The controller will now consume energy. There are three settings:
<ul>
<li>Constant power drain no matter what: this is set to 0 by default</li>
<li>Constant power drain for every enabled channel: this is set to 1 by default</li>
<li>A power drain per 'operation' (item, energy, fluid move): this is set to 2 by default</li>
</ul>
</li>
<li>A connector that has no actual connections is now rendered darker so that it is easier to see when it is part of a big cable</li>
<li>Fixed a bug in item routing which would cause it to stop sending items if it encountered an item in the source inventory for which there was no room</li>
</ul>
<p><strong>0.0.2alpha:</strong></p>
<ul>
<li>Advanced connectors work. They can store more energy (and thus allow for faster transfer), can transfer items faster (double speed) and also allow for connections to other sides then the one you are really connecting too</li>
<li>Redstone control for connectors work (i.e. you can disable/enable a connector with redstone)</li>
<li>New facade system. Right click a facade block on a solid block to mimic that texture. Then rightclick/sneak rightclick with that facade on a cable or connector to hide it. Doesn't yet work for all blocks!</li>
<li>Raytracing for cables and connectors is now accurate. i.e. they are no longer 'full block' when trying to break them</li>
<li>Fixed a stability bug in the networking code. Breaking and removing cable segments should now work more reliably</li>
</ul>
<p><strong>0.0.1alpha:</strong></p>
<ul>
<li>First alpha release. Very early</li>
<li>Needs McJtyLib 2.3.8</li>
<li>See the description for known issues and what is missing</li>
</ul>