Jekyll2022-08-16T07:03:26+00:00https://teamcofh.com/feed.xmlcofh.github.ioMay 25 updates2019-05-25T00:00:00+00:002019-05-25T00:00:00+00:00https://teamcofh.com/posts/2019/05/25/may-25-updates<p>On May 25, new updates were released for <a href="/docs/1.12/cofh-core/">CoFH Core</a>, <a href="/docs/1.12/cofh-world/">CoFH
World</a>, the <a href="/docs/#thermal-series">Thermal Series</a>,
<a href="/docs/1.12/redstone-arsenal/">Redstone Arsenal</a> and <a href="/docs/1.12/vanillaplus-satchels/">Vanilla+
Satchels</a>. These are minor updates with bugfixes
and some tweaks.</p>
<h4 id="general">General</h4>
<ul>
<li>Various refactors and bugfixes (see the <a href="https://github.com/CoFH/Feedback/issues?q=is%3Aissue+is%3Aclosed+label%3Afixed+sort%3Aupdated-desc">issue
tracker</a>).</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li><a href="/docs/1.12/thermal-foundation/resonant-ender/">Resonant ender</a> no longer teleports
dropped items and experience orbs.</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li><a href="https://www.mod-buildcraft.com/">BuildCraft</a> fuels can now be used in
<a href="/docs/1.12/thermal-expansion/compression-dynamo/">compression dynamos</a>.</li>
</ul>
<h4 id="thermal-dynamics">Thermal Dynamics</h4>
<ul>
<li>Removed <a href="/docs/1.12/thermal-expansion/pulverizer/">pulverizer</a> recycling recipes
for <a href="/docs/1.12/thermal-dynamics/fluxducts/">fluxducts</a> and
<a href="/docs/1.12/thermal-dynamics/fluiduct/">fluiducts</a>.</li>
</ul>
<h4 id="redstone-arsenal">Redstone Arsenal</h4>
<ul>
<li>Adjusted the damage output of <a href="/docs/1.12/redstone-arsenal/flux-infused-bow/">flux-infused
bows</a>.</li>
</ul>
<h4 id="vanilla-satchels">Vanilla+ Satchels</h4>
<ul>
<li><a href="/docs/1.12/vanillaplus-satchels/satchel/">Void satchel</a>
<ul>
<li>A special type of satchel that destroys any items put into it.</li>
<li>Can be useful when paired with
<a href="/docs/1.12/vanillaplus-satchels/satchel/#auto-collect">auto-collect</a>.</li>
</ul>
</li>
</ul>ToniusOn May 25, new updates were released for CoFH Core, CoFH World, the Thermal Series, Redstone Arsenal and Vanilla+ Satchels. These are minor updates with bugfixes and some tweaks.February 4 updates2019-02-04T00:00:00+00:002019-02-04T00:00:00+00:00https://teamcofh.com/posts/2019/02/04/february-4-updates<p>On February 4, new updates were released for <a href="/docs/1.12/cofh-core/">CoFH Core</a>, the
<a href="/docs/#thermal-series">Thermal Series</a> and <a href="/docs/1.12/redstone-arsenal/">Redstone
Arsenal</a>. These are minor updates with bugfixes and QoL
improvements.</p>
<h4 id="general">General</h4>
<ul>
<li>Various tweaks and bugfixes (see the <a href="https://github.com/CoFH/Feedback/issues?q=is%3Aissue+is%3Aclosed+label%3Afixed+sort%3Aupdated-desc">issue
tracker</a>).</li>
</ul>
<h4 id="cofh-core">CoFH Core</h4>
<ul>
<li>Blocks such as machines and devices may be rotated when active.</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li><a href="/docs/1.12/thermal-foundation/block-of-charcoal/">Blocks of charcoal</a> and <a href="/docs/1.12/thermal-foundation/block-of-coal-coke/">blocks
of coal coke</a> are flammable.</li>
<li><a href="/docs/1.12/thermal-foundation/blizz/">Blizzes</a>,
<a href="/docs/1.12/thermal-foundation/blitz/">blitzes</a> and
<a href="/docs/1.12/thermal-foundation/basalz/">basalzes</a> will still be registered when
disabled in the configuration file. They just won’t spawn.</li>
<li>Added a configuration option to disable the crafting recipes for <a href="/docs/1.12/thermal-foundation/wooden-gear/">wooden
gears</a> and <a href="/docs/1.12/thermal-foundation/stone-gear/">stone
gears</a>.</li>
<li>Added a configuration option to make the other gears require an additional
<a href="https://minecraft.gamepedia.com/Iron_Ingot">iron ingot</a> to craft.</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li>Added a configuration option for the ore to dust ratio of
<a href="/docs/1.12/thermal-expansion/pulverizer/">pulverizers</a>.</li>
<li>Added a configuration option for the wood to planks ratio of
<a href="/docs/1.12/thermal-expansion/sawmill/">sawmills</a>.</li>
<li>Added a configuration option for the experience collection radius of
<a href="/docs/1.12/thermal-expansion/insightful-condenser/">insightful condensers</a>.</li>
<li>Increased the working area of <a href="/docs/1.12/thermal-expansion/creature-encaptulator/">creature
encaptulators</a> from 9x7x9 to
11x11x11.</li>
<li>Added a configuration option for the item collection radius of
<a href="/docs/1.12/thermal-expansion/vacuumulator/">vacuumulators</a>.</li>
<li>The first line of <a href="/docs/1.12/thermal-expansion/augments/">augment</a> tooltips is now
always visible, instead of having to hold Shift. This way, when searching for
a certain machine or dynamo, any applicable augments are also shown.</li>
</ul>
<h4 id="thermal-cultivation">Thermal Cultivation</h4>
<ul>
<li><a href="/docs/1.12/thermal-cultivation/watering-can/">Watering cans</a> can be used while
sneaking.</li>
</ul>ToniusOn February 4, new updates were released for CoFH Core, the Thermal Series and Redstone Arsenal. These are minor updates with bugfixes and QoL improvements.Transitions2019-01-19T00:00:00+00:002019-01-19T00:00:00+00:00https://teamcofh.com/posts/2019/01/19/transitions<p>So the title of this one has a couple of meanings, and it’s mostly going to be
me rambling rather than putting up cool mod preview stuff. Let me state up front
though that I’m not leaving. It’s not one of those kinds of posts, but I will
touch on that subject.</p>
<p>Progress-wise, the “1.13-pre” rewrite has been coming along a lot slower than
I’d like, but as the title would suggest - it’s a transitionary period. I
recently moved across the country for a new job (well, new position) and I think
it’ll be a pretty fantastic opportunity. I’ll probably have slightly less time
to code due to having a commute, but I’ll definitely have a lot more compared to
the past few weeks of driving / camping / being a tourist all day. So that’s one
transition, and it’s been a good one.</p>
<p>As far as 1.13 itself, how’s that looking? Still no official Forge release, but
it’s definitely happening. For those who maybe aren’t following as closely - and
I admit I’m a somewhat distant observer myself as of late - Lex, cpw, and
everyone else is doing a fantastic job of making the Forge that eventually
emerges the best platform that it’s ever been. I’m feeling quite a bit of guilt
for not having helped with it more these past weeks / months, but I hope to
rectify that. It’s been a busy time.</p>
<p>Keeping with the transition theme, I do have to turn to a sad note - Azanor. As
much as people joke about Thermal Expansion being full of magic blocks, it
obviously has nothing on the glory that is Thaumcraft. Even though TC and TE are
really nothing alike, something that I feel they do have in common is a
willingness to completely overhaul the gameplay, while keeping the overall
theme. Azanor probably does this better than I do, but I’d like to think that I
have at least something in common with such a fantastic author. You’ll be
missed, Azanor. Just know that I’ve been there, and it’s possible to come back.
I certainly hope you’re able to, if in the future you still have the drive and
find the joy in modding.</p>
<p>So with those somewhat disjointed topics covered, here’s the current plan for
mod releases. Buckle up - this is probably going to sound confusing. I have some
bugfixes and QoL coming for 1.12.2. Nothing weird there - modpacks can update
freely and there shouldn’t be any issues. These files will all be marked as
“release” on CurseForge / Twitch.</p>
<p>Before I get into the other stuff, let me clarify something - the Thermal
rewrite means that all mods will have the same version number moving forward. So
while Thermal Expansion is 5.3.x right now, and Thermal Foundation is 2.6.x,
they’ll both have the same version number under the new framework.</p>
<p>In the hopefully near future, I’ll also have some transition builds for CoFH
Core and the Thermal Series. These will be marked as “beta” on CurseForge /
Twitch, and will probably be version 5.9.x or something like that. Ideally,
these will be sort of a halfway point between the current mods and the new Core
framework and supporting mods. I hope to release Ensorcellment, Enstoragement
(yes really), and Quartermastery along with these, while stripping the duplicate
parts from other mods. I <em>might</em> be able to do a combo jar here but these really
aren’t built for it, so no promises. Essentially if you’re starting a new world
in 1.12.2, then you’ll be able to use these for a full experience. Upgrading
from existing worlds will be very much not recommended.</p>
<p>In the mid-term, I expect to release the new framework on 1.12.2 before porting
it fully to 1.13. These mods will be version 6.x and will be marked “alpha” on
CurseForge / Twitch. These are really going to be for players who want to see
where things are going. Initially, you’re going to see removal of a LOT of
content. Seriously, TE might be like 4 machines and 2 dynamos - I’m just going
to get the systems in place and then re-add a few blocks at a time. Also, be
aware that this is written for 1.13+, so block and item ID usage will be insane
compared to the current framework. For anyone unaware - the ID limit in 1.13+ is
being removed along with metadata, so it necessitates and also allows this
change. It’s far more elegant, but it’s not the kind of thing that you can do in
1.12.2 and have a kitchen sink modpack.</p>
<p>And naturally, when 1.13 releases, I’ll port. Depending on scheduling, it may be
straight to 1.14. I personally have the feeling that 1.14 will be the next “big”
modded version, and 1.13 will end up like 1.11 - a stepping stone of sorts.</p>
<p>Here’s the TL;DR version of all that.</p>
<h4 id="the-plan">The Plan:</h4>
<ul>
<li>QoL / bugfix 1.12.2 mods (release).</li>
<li>Create transition (“new world safe”) 1.12.2 mods (beta)</li>
<li>Develop 1.13-pre “backport” for 1.12.2 (alpha)</li>
<li>Port to 1.13/1.14 - whichever makes sense.</li>
</ul>
<p>If you have any thoughts on this, please drop by our
<a href="https://discordapp.com/invite/uRKrnbH">Discord</a>.</p>King LemmingSo the title of this one has a couple of meanings, and it’s mostly going to be me rambling rather than putting up cool mod preview stuff. Let me state up front though that I’m not leaving. It’s not one of those kinds of posts, but I will touch on that subject.The New Thermal Series2018-11-02T00:00:00+00:002018-11-02T00:00:00+00:00https://teamcofh.com/posts/2018/11/02/the-new-thermal-series<p>Okay, so I’ve been working on a branch that I unofficially call “1.13-pre” for a
while now. And while it’s nowhere near complete, I wanted to let everyone know
my thought process and where I’d like to take the mods in the future. Depending
on how long Forge takes to get a 1.13 release out (and the team is doing a good
job on it, really), there will be a release for 1.12.2.</p>
<p>This post is sort of a weird thing - on one hand I legitimately feel that the
Thermal Series is in its most polished and complete state ever, and yet I’m
really not super happy with it. So I’m rewriting it mostly from scratch.</p>
<p>Let’s get the big one out of the way - totally revamped dependency structure. I
don’t want to make grand promises as far as external libraries, but at least on
the surface, the <em>required</em> dependency structure will be this, as long as FML
allows for it:</p>
<p>CoFH Core -> Everything Else</p>
<p>That’s it. The Thermal mods are being broken down and put back together in some
different ways, and they’ll all be able to run independently of one another.
I’ll go over the details of that in a bit. To make this work, however, there’s a
little bit of trickery under the hood. CoFH Core is going to be <em>very</em> crucial
to this process and almost without question when you update any Thermal mod
moving forward, you’ll have to update CoFH Core. The reason for this is sort of
a “Thermal Core” mod which - again, Forge allowing - will ship inside the CoFH
Core jar. It will only be active if any other actual Thermal mod is found and
registered. This mod will provide the basics of the Thermal Series - basic items
and blocks.</p>
<p>Here’s the current breakdown of features. Please keep in mind that a lot of this
is drawing board stages and the code is either splayed out on the cutting room
floor at this time or just doesn’t exist yet:</p>
<h3 id="general-design--notes">General Design / Notes:</h3>
<ul>
<li>All content mods have a global config option to disable ALL of their recipes.</li>
<li>Mods not requiring CoFH Core will ship with some internals (CoFH Lib).</li>
<li>CoFHLib is not an official mod, just a bunch of shared code that won’t require
CoFH Core.</li>
<li>CoFH World will still exist; plans are to allow it to be a soft yet highly
recommended dependency.</li>
<li>Thermal Series Recipes will dynamically adjust based on available
OreDictionary / Tags.
<ul>
<li>This makes it entirely possible to do Vanilla + Thermal Expansion.</li>
</ul>
</li>
<li>There are plans for a couple more Thermal mods but I’m not doing to really get
into them just yet, sorry.</li>
<li>Vazkii’s amazing new Book API - Patchouli - will be used to provide a manual
for everything. It will be a <em>soft dependency.</em></li>
</ul>
<h4 id="cofh-core">CoFH Core:</h4>
<ul>
<li>Increased focus on “library” style code.</li>
<li>Removal of Enchantments (Moved to <em>Ensorcellment</em>).</li>
<li>Removal of Potion Effects (Handled in Thermal Series).</li>
<li>Tentatively includes resources for all CoFH mods.</li>
</ul>
<h4 id="thermal-series--core">Thermal Series / Core</h4>
<ul>
<li>Ships inside CoFH Core; not a “child” mod.</li>
<li>Includes basic tools and items (Crescent Hammer, Tome of Knowledge).</li>
<li>Adds core Thermal fluids and alloys (Redstone, Glowstone, Ender).</li>
<li>In general, hardcoded levels / tiers will be less prominent.
<ul>
<li>Working on a way to allow modpack makers to configure / add tiers.</li>
</ul>
</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li>Focus will be on world generation; biomes, mobs, villages, etc.</li>
<li>Removal of Tools and Armor (Moved to <em>Quartermastery</em>).</li>
<li>Adds lots of different metals - ores, blocks, and items.
<ul>
<li>Gems and plants TBD.</li>
</ul>
</li>
<li>Will ship with some default world generation which can be easily disabled.
<ul>
<li>CoFH World will be a soft dependency and will take over generation if
present.</li>
</ul>
</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li>Renewed focus on being a core processing mod - Machines / Dynamos ONLY.
<ul>
<li>Intent is to unify Machines + Devices</li>
</ul>
</li>
<li>Machines are being Streamlined / redone:
<ul>
<li>Total rework of Recipes under the hood.</li>
<li>Fewer side config options - In / Out / Both / Open / None.</li>
<li>Machines with Primary / Secondary outputs have 4 now.</li>
<li>Plans for advanced filtering / logistics support.</li>
</ul>
</li>
<li>Specialization Augments going away.
<ul>
<li>Replaced by adjacent “companion” blocks or other machines where appropriate.</li>
</ul>
</li>
<li>Dynamos will have a dedicated “Coil” slot to change the type of resource they
generate.</li>
<li>Tanks and Caches are becoming Fluid and Item “Cells” - name and mod TBD.</li>
</ul>
<h4 id="thermal-dynamics">Thermal Dynamics</h4>
<ul>
<li>Focus still only on moving things from A -> B.</li>
<li>Idea is to provide more progress in not only Ducts but types of transport:
<ul>
<li>Conveyor Belts</li>
<li>Ducts</li>
<li>Ender Routing</li>
</ul>
</li>
<li>Ideally, entities can be utilized with all of these.</li>
<li>That’s the rough idea at this time, anyways.</li>
</ul>
<h4 id="thermal-innovation">Thermal Innovation</h4>
<ul>
<li>Acquiring all of the tools from Thermal Expansion.</li>
<li>Tool progress intended to be more freeform - TBD on that though.
<ul>
<li>Modular Tools might happen, if it makes sense.</li>
<li>Tool Augments might happen, again if it’s balanced / fun.</li>
</ul>
</li>
<li>If armor ends up being made, it will go here.</li>
</ul>
<h4 id="thermal-cultivation">Thermal Cultivation</h4>
<ul>
<li>Watering Cans probably going to stay here.</li>
<li>New Crops, probably five or so initially.
<ul>
<li>Artwork is limiting factor here, when it comes down to it.</li>
</ul>
</li>
<li>Brewing and Baking systems.</li>
</ul>
<h4 id="redstone-arsenal">Redstone Arsenal</h4>
<ul>
<li>This one is staying mostly the same.</li>
<li>There will be a couple of new items.</li>
</ul>
<h3 id="new-mods">New Mods</h3>
<ul>
<li>Some things are being moved for better Vanilla+ style play.</li>
</ul>
<h4 id="ensorcellment">Ensorcellment</h4>
<ul>
<li>Adds all of the enchantments from CoFH Core, and some more.</li>
<li>Shield and Horse Armor Enchants. :)</li>
<li>Capability-based Enchantment compatibility (part of CoFHLib).</li>
</ul>
<h4 id="enstoragement">Enstoragement</h4>
<ul>
<li>Strongboxes.</li>
<li>Satchels.</li>
<li>Ideally, a bit more customization and power for both of these things.</li>
<li>Will effectively replace Vanilla+ Satchels and provide Thermal compat.</li>
</ul>
<h4 id="orbulation">Orbulation</h4>
<ul>
<li>Florbs.</li>
<li>Morbs.</li>
<li>That’s it for now. Blocks dealing with these <em>might</em> be added, if it feels
thematically appropriate.</li>
</ul>
<h4 id="quartermastery">Quartermastery</h4>
<ul>
<li>General Tool / Armor mod.</li>
<li>Will enable vanilla-style tools and armor depending on what materials are
present.</li>
<li>Will effectively replace Vanilla+ Tools and provide Thermal compat.</li>
</ul>
<p>At this time, the stuff under “New Mods” is mostly complete. So is much of CoFH
Core and Thermal Series / Core. Thermal Foundation has a lot of the current
stuff, but not any new biomes yet.</p>
<p>Read through all that? Okay cool - let’s talk .jar files. Again, this is all
sort of contigent on Forge providing the means for us to do this, but the
general plan is this:</p>
<ul>
<li>Two combined “large” jar files:
<ul>
<li>Combined Thermal jar.</li>
<li>Combined Everything Else jar.</li>
</ul>
</li>
</ul>
<p>So again, CoFH Core will be required as a base. It just isn’t really super
feasible to bundle it <em>inside</em> those jars because it would end up duplicated and
Forge will throw a tantrum.</p>
<p>Unfortunately, if there’s something in those jars that you <em>don’t</em> like, you’ll
have to do individual downloads or specifically disable mods in-game. On our
end, there’s just a balancing act of being accommodating and also the number of
projects we have to manage.</p>
<p>Whew, that was long. Again, please understand that this is a statement of
intent, and while there’s a lot of code laid down, almost all of it is certainly
subject to change.</p>
<p>If you’re interested in knowing more, please drop by our <a href="https://discordapp.com/invite/uRKrnbH">Discord</a>.</p>King LemmingOkay, so I’ve been working on a branch that I unofficially call “1.13-pre” for a while now. And while it’s nowhere near complete, I wanted to let everyone know my thought process and where I’d like to take the mods in the future. Depending on how long Forge takes to get a 1.13 release out (and the team is doing a good job on it, really), there will be a release for 1.12.2.October 1 updates2018-10-01T00:00:00+00:002018-10-01T00:00:00+00:00https://teamcofh.com/posts/2018/10/01/october-1-updates<p>On October 1, new updates were released for <a href="/docs/redstone-flux/">Redstone
Flux</a>, <a href="/docs/1.12/cofh-core/">CoFH Core</a>, <a href="/docs/1.12/cofh-world/">CoFH
World</a>, the <a href="/docs/#thermal-series">Thermal Series</a>, the
<a href="/docs/#vanilla-series">Vanilla+ Series</a> and <a href="/docs/1.12/redstone-arsenal/">Redstone
Arsenal</a>.</p>
<p><a href="https://github.com/CoFH/Version">Changelogs on GitHub</a></p>
<h4 id="general">General</h4>
<ul>
<li>Various refactors and bugfixes (see the <a href="https://github.com/CoFH/Feedback/issues?q=is%3Aissue+is%3Aclosed+label%3Afixed+sort%3Aupdated-desc">issue
tracker</a>).</li>
</ul>
<h4 id="cofh-core">CoFH Core</h4>
<ul>
<li><a href="/docs/1.12/cofh-core/vorpal/">Vorpal</a> now has a visual effect when dealing
increased damage.</li>
</ul>
<h4 id="cofh-world">CoFH World</h4>
<ul>
<li>World generation files may contain a string value <code class="language-plaintext highlighter-rouge">namespace</code> to avoid feature
name conflicts between files.</li>
<li>New distribution types: <code class="language-plaintext highlighter-rouge">sequential</code> and <code class="language-plaintext highlighter-rouge">custom</code>.</li>
<li>New feature types: <code class="language-plaintext highlighter-rouge">spout</code>, <code class="language-plaintext highlighter-rouge">structure</code>, <code class="language-plaintext highlighter-rouge">sequential</code> and <code class="language-plaintext highlighter-rouge">consecutive</code>.</li>
<li>These will be properly described in CoFH World’s documentation, which is
currently being rewritten. For now, you’ll have to ask Skyboy on the Discord
server.</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li><a href="/docs/1.12/thermal-foundation/excavators/">Excavators</a>
<ul>
<li>Like <a href="/docs/1.12/thermal-foundation/hammers/">hammers</a>, except they’re shovels.</li>
</ul>
</li>
<li>New gear types
<ul>
<li><a href="/docs/1.12/thermal-foundation/wooden-gear/">Wood</a>,
<a href="/docs/1.12/thermal-foundation/stone-gear/">stone</a>,
<a href="/docs/1.12/thermal-foundation/diamond-gear/">diamond</a> and
<a href="/docs/1.12/thermal-foundation/emerald-gear/">emerald</a>.</li>
<li>These aren’t used for anything by default, but they can be used by modpack
developers.</li>
</ul>
</li>
<li>Gear crafting recipes no longer use a center ingot.</li>
<li>Increased the amount of dirt that can be crafted using <a href="/docs/1.12/thermal-foundation/pulped-biomass/">pulped
biomass</a>.</li>
<li>Added an example configuration for generating <a href="/docs/1.12/thermal-foundation/platinum-ore/">platinum
ore</a> (disabled by default).</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li><a href="/docs/1.12/thermal-expansion/machines/">Machines</a> no longer abort processing
immediately when deactivated by a redstone signal.</li>
<li><a href="/docs/1.12/thermal-expansion/pulverizer/">Pulverizer</a> recipes tweaked:
<ul>
<li>cobblestone is processed into gravel and sand;</li>
<li>gravel is processed into sand and flint;</li>
<li>stone is processed into cobblestone;</li>
<li>stone requires less energy to process.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/sawmill/">Sawmills</a> can recycle saddles.</li>
<li><a href="/docs/1.12/thermal-expansion/induction-smelter/">Induction smelters</a> can recycle
iron bars, iron trapdoors, minecarts and rails.</li>
<li><a href="/docs/1.12/thermal-expansion/steam-dynamo/">Steam dynamos</a> can use <a href="/docs/1.12/thermal-foundation/pulverized-coal/">pulverized
coal</a> and <a href="/docs/1.12/thermal-foundation/pulverized-charcoal/">pulverized
charcoal</a> as fuel.</li>
</ul>
<h4 id="redstone-arsenal">Redstone Arsenal</h4>
<ul>
<li><a href="/docs/1.12/redstone-arsenal/flux-infused-excavator">Flux-infused excavator</a>
<ul>
<li>A powerful <a href="/docs/1.12/thermal-foundation/excavators/">excavator</a> powered by
<a href="/docs/redstone-flux/">Redstone Flux</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/redstone-arsenal/fluxed-electrum-gear/">Fluxed electrum gears</a> no
longer require a center ingot to craft.</li>
</ul>
<h4 id="vanilla-tools">Vanilla+ Tools</h4>
<ul>
<li><a href="/docs/1.12/vanillaplus-tools/excavators/">Excavators</a>
<ul>
<li>Like <a href="/docs/1.12/vanillaplus-tools/hammers/">hammers</a>, except they’re shovels.</li>
</ul>
</li>
</ul>
<p>Please report any bugs on the <a href="http://www.github.com/CoFH/Feedback">issue
tracker</a>.</p>ToniusOn October 1, new updates were released for Redstone Flux, CoFH Core, CoFH World, the Thermal Series, the Vanilla+ Series and Redstone Arsenal.Vanilla+ Tools and Satchels2018-06-01T00:00:00+00:002018-06-01T00:00:00+00:00https://teamcofh.com/posts/2018/06/01/vanillaplus-tools-and-satchels<p>Two new CoFH mods have just been released: <a href="https://minecraft.curseforge.com/projects/cofh-vanilla-tools">Vanilla+
Tools</a> and
<a href="https://minecraft.curseforge.com/projects/cofh-vanilla-satchels">Vanilla+
Satchels</a>. They
are part of the new “Vanilla+” series, a group of lightweight mods intended for use
in lightly modded or low-technology modpacks. Both mods require <a href="/docs/1.12/cofh-core/">CoFH
Core</a> to run.</p>
<p>Documentation for the mods will be added to the website soon. For now, here’s a
quick overview:</p>
<h3 id="vanilla-tools">Vanilla+ Tools</h3>
<p><img src="/assets/images/posts/2018-06-01-vanillaplus-tools-and-satchels/tools.png" alt="Vanilla+ Tools overview" /></p>
<p>Vanilla+ Tools adds additional tools and weapons made of wood, stone, iron, gold and
diamond. They are the same types of additional tools and weapons that <a href="/docs/1.12/thermal-foundation/">Thermal
Foundation</a> provides:
<a href="/docs/1.12/vanillaplus-tools/hammers/">hammers</a>,
<a href="/docs/1.12/vanillaplus-tools/sickles/">sickles</a>, <a href="/docs/1.12/vanillaplus-tools/fishing-rods/">fishing
rods</a>,
<a href="/docs/1.12/vanillaplus-tools/shears/">shears</a>, <a href="/docs/1.12/vanillaplus-tools/reinforced-bows/">reinforced
bows</a> and
<a href="/docs/1.12/vanillaplus-tools/shields/">shields</a>.</p>
<h3 id="vanilla-satchels">Vanilla+ Satchels</h3>
<p><img src="/assets/images/posts/2018-06-01-vanillaplus-tools-and-satchels/satchels.png" alt="Vanilla+ Satchels overview" /></p>
<p>Vanilla+ Satchels adds a set of <a href="/docs/1.12/vanillaplus-satchels/satchel/">satchels</a>,
which are items that store other items, and are able to automatically store
picked up items. They are functionally identical to the
<a href="/docs/1.12/thermal-expansion/satchel/">satchels</a> added by <a href="/docs/1.12/thermal-expansion/">Thermal
Expansion</a>, but are made of leather, iron, gold,
diamond and emerald.</p>ToniusTwo new CoFH mods have just been released: Vanilla+ Tools and Vanilla+ Satchels. They are part of the new “Vanilla+” series, a group of lightweight mods intended for use in lightly modded or low-technology modpacks. Both mods require CoFH Core to run.May 29 updates2018-05-29T00:00:00+00:002018-05-29T00:00:00+00:00https://teamcofh.com/posts/2018/05/29/may-29-updates<p>On May 29, new updates were released for <a href="/docs/redstone-flux/">Redstone Flux</a>,
<a href="/docs/1.12/cofh-core/">CoFH Core</a>, <a href="/docs/1.12/cofh-world/">CoFH World</a>, the <a href="/docs/#thermal-series">Thermal
Series</a> and <a href="/docs/1.12/redstone-arsenal/">Redstone Arsenal</a>.</p>
<p>The documentation will be updated soon to match the new releases.</p>
<p><a href="https://github.com/CoFH/Version">Changelogs on GitHub</a></p>
<h4 id="general">General</h4>
<ul>
<li>Various refactors and bugfixes (see the <a href="https://github.com/CoFH/Feedback/issues?q=is%3Aissue+is%3Aclosed+label%3Afixed+sort%3Aupdated-desc">issue
tracker</a>).</li>
</ul>
<h4 id="cofh-core">CoFH Core</h4>
<ul>
<li><a href="/docs/1.12/cofh-core/smashing/">Smashing</a> enchantment
<ul>
<li>Can be applied to mining tools.</li>
<li>Smashes ore blocks into multiple piles of dust like a
<a href="/docs/1.12/thermal-expansion/pulverizer/">pulverizer</a> (but without secondary
products).</li>
<li>Works together with <a href="/docs/1.12/cofh-core/smelting/">Smelting</a>.</li>
<li>Can be produced in an <a href="/docs/1.12/thermal-expansion/arcane-ensorcellator/">arcane
ensorcellator</a> using
<a href="/docs/1.12/thermal-foundation/petrotheum-dust/">petrotheum dust</a>.</li>
</ul>
</li>
<li>Additional arrows fired from a <a href="/docs/1.12/cofh-core/multishot/">Multishot</a>
enchanted bow can now hit a single entity simultaneously.</li>
<li>Firing arrows using a <a href="/docs/1.12/cofh-core/multishot/">Multishot</a> enchanted bow is
slightly less accurate.</li>
</ul>
<h4 id="cofh-world">CoFH World</h4>
<ul>
<li>Added a configuration option to completely disable all feature generation.</li>
<li>World generation files can be disabled completely by adding <code class="language-plaintext highlighter-rouge">"enabled":
false</code>.</li>
<li>The load order of world generation files can be changed by setting a number
value <code class="language-plaintext highlighter-rouge">priority</code>.</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li><a href="/docs/1.12/cofh-world/">CoFH World</a> is a hard dependency again.</li>
<li>New materials:
<ul>
<li><a href="/docs/1.12/thermal-foundation/pulped-biomass/">Pulped biomass</a>
<ul>
<li>Obtained by processing various plants in a
<a href="/docs/1.12/thermal-expansion/sawmill/">sawmill</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/rich-biomass/">Rich biomass</a>
<ul>
<li>Obtained by infusing <a href="/docs/1.12/thermal-foundation/pulped-biomass/">pulped
biomass</a> with <a href="/docs/1.12/thermal-foundation/seed-oil/">seed
oil</a> in a <a href="/docs/1.12/thermal-expansion/fluid-transposer/">fluid
transposer</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/pulped-bioblend/">Pulped bioblend</a>
<ul>
<li>Obtained by mixing <a href="/docs/1.12/thermal-foundation/pulped-biomass/">pulped
biomass</a> with
<a href="/docs/1.12/thermal-foundation/sawdust/">sawdust</a>.</li>
<li>Allows for <a href="/docs/1.12/thermal-foundation/pulped-biomass/">pulped biomass</a> to
be used more efficiently.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/rich-bioblend/">Rich bioblend</a>
<ul>
<li>Obtained by infusing <a href="/docs/1.12/thermal-foundation/pulped-bioblend/">pulped
bioblend</a> with <a href="/docs/1.12/thermal-foundation/seed-oil/">seed
oil</a> in a <a href="/docs/1.12/thermal-expansion/fluid-transposer/">fluid
transposer</a>.</li>
</ul>
</li>
<li>All types of biomass and bioblend can be processed into different amounts of
<a href="/docs/1.12/thermal-foudation/biocrude/">biocrude</a>.</li>
</ul>
</li>
<li>New fluids:
<ul>
<li><a href="/docs/1.12/thermal-foundation/seed-oil/">Seed oil</a>
<ul>
<li>Obtained by extracting from seeds in a <a href="/docs/1.12/thermal-expansion/fluid-transposer/">fluid
transposer</a>.</li>
<li>Can be used as fuel in a <a href="/docs/1.12/thermal-expansion/compression-dynamo/">compression
dynamo</a>, or to make the rich
versions of <a href="/docs/1.12/thermal-foundation/pulped-biomass/">biomass</a> and
<a href="/docs/1.12/thermal-foundation/pulped-bioblend/">bioblend</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/biocrude/">Biocrude</a>
<ul>
<li>Obtained by processing <a href="/docs/1.12/thermal-foundation/pulped-biomass/">biomass</a>
or <a href="/docs/1.12/thermal-foundation/pulped-bioblend/">bioblend</a> in a <a href="/docs/1.12/thermal-expansion/magma-crucible/">magma
crucible</a>.</li>
<li>Can be further processed into
<a href="/docs/1.12/thermal-foundation/grassoline/">grassoline</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/grassoline/">Grassoline</a>
<ul>
<li>Obtained by processing <a href="/docs/1.12/thermal-foundation/biocrude/">biocrude</a> in a
<a href="/docs/1.12/thermal-expansion/fractionating-still/">fractionating still</a>.</li>
<li>Can be used as fuel in a <a href="/docs/1.12/thermal-expansion/compression-dynamo/">compression
dynamo</a>.</li>
</ul>
</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/horse-armor/">Metal horse armor variants</a> added
<ul>
<li><a href="https://minecraft.gamepedia.com/Horse_Armor">Horse armor</a> made of copper,
tin, silver, etc.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/hardened-glass/">Hardened glass</a> now has connected
textures when
<a href="https://minecraft.curseforge.com/projects/ctm">ConnectedTexturesMod</a> is
installed.</li>
<li><a href="/docs/1.12/thermal-foundation/hardened-glass/">Hardened glass</a> can be crafted
using <a href="/docs/1.12/thermal-foundation/pyrotheum-dust/">pyrotheum dust</a>.</li>
<li><a href="/docs/1.12/thermal-foundation/redprint/">Redprints</a> and <a href="/docs/1.12/thermal-foundation/signalum-security-lock/">signalum security
locks</a> are applied upon
block placement when held in the player’s offhand.</li>
<li>Crafting <a href="https://minecraft.gamepedia.com/Torch">torches</a> using
<a href="/docs/1.12/thermal-foundation/rosin/">rosin</a> or
<a href="/docs/1.12/thermal-foundation/tar/">tar</a> now correctly uses
<a href="https://minecraft.gamepedia.com/Stick">sticks</a> instead of
<a href="https://minecraft.gamepedia.com/String">string</a>.</li>
<li><a href="/docs/1.12/thermal-foundation/crescent-hammer/">Crescent hammers</a> now support
<a href="http://enderio.com/">Ender IO</a> and newer versions of
<a href="https://www.mod-buildcraft.com/">BuildCraft</a>.</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li><a href="/docs/1.12/thermal-expansion/vacuumulator/">Vacuumulator</a>
<ul>
<li>A <a href="/docs/1.12/thermal-expansion/devices/">device</a> that collects dropped items
from an 11x11x11 area.</li>
<li>An item filter can be configured by using the block while sneaking.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/augment-agitative-manifold/">Agitative manifold
augment</a>
<ul>
<li>Increases the amount of energy a <a href="/docs/1.12/thermal-expansion/compression-dynamo/">compression
dynamo</a> generates from
<a href="/docs/1.12/thermal-foundation/grassoline/">grassoline</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/item-allocator/">Item allocators</a> can be filtered.
The filter can be configured by using the block while sneaking.</li>
<li><a href="/docs/1.12/thermal-expansion/machines/">Machines</a> abort processing immediately
when deactivated by a redstone signal.</li>
<li><a href="/docs/1.12/thermal-expansion/devices/">Devices</a> perform actions as soon as they
are activated by a redstone signal.</li>
<li><a href="/docs/1.12/thermal-expansion/reservoir/">Reservoirs</a> render the contained fluid.</li>
<li>When a <a href="/docs/1.12/thermal-expansion/dynamos/">dynamo</a>’s GUI is opened, item
tooltips display fuel values if applicable.</li>
<li><a href="/docs/1.12/thermal-expansion/arboreal-extractor/">Arboreal extractors</a> slow down
when multiple are working on the same tree.</li>
<li><a href="/docs/1.12/thermal-expansion/arboreal-extractor/">Arboreal extractors</a> extract
twice as much <a href="/docs/1.12/thermal-foundation/sap/">sap</a> from dark oak trees.</li>
<li>Reduced the <a href="/docs/1.12/thermal-expansion/compression-dynamo/">compression dynamo</a>
fuel values of <a href="/docs/1.12/thermal-foundation/tree-oil/">tree oil</a>,
<a href="/docs/1.12/thermal-foundation/naphtha/">naphtha</a> and <a href="/docs/1.12/thermal-foundation/refined-fuel/">refined
fuel</a>.</li>
<li><a href="/docs/1.12/thermal-expansion/magma-crucible/">Magma crucibles</a> can no longer
process <a href="/docs/1.12/thermal-foundation/tar/">tar</a> into <a href="/docs/1.12/thermal-foundation/creosote-oil/">creosote
oil</a>.</li>
<li>Tweaked various recipes and energy values.</li>
<li>New configuration options:
<ul>
<li>the amount of <a href="/docs/1.12/thermal-expansion/augments/">augments</a> that can be
installed in <a href="/docs/1.12/thermal-expansion/machines/">machines</a> and
<a href="/docs/1.12/thermal-expansion/dynamos/">dynamos</a> (up to 9);</li>
<li>whether <a href="/docs/1.12/thermal-expansion/arboreal-extractor/">arboreal extractors</a>
require fertilizer to work;</li>
<li>whether <a href="/docs/1.12/thermal-expansion/aquatic-entangler/">aquatic entanglers</a>
require bait to work.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/machines/">Machine</a> recipes and
<a href="/docs/1.12/thermal-expansion/dynamos/">dynamo</a> fuels can now be added or
overwritten using JSON configuration files. This system is a work in progress,
and not all machines and recipe styles are supported yet. Documentation and
examples will be added to the website sometime soon. For now, the <a href="https://github.com/CoFH/ThermalExpansion/tree/1.12/src/main/resources/assets/thermalexpansion/content">internal
default
files</a>
can be used as examples.</li>
</ul>
<h4 id="thermal-dynamics">Thermal Dynamics</h4>
<ul>
<li>Added support for other mods to add custom duct attachments.</li>
</ul>
<h4 id="redstone-arsenal">Redstone Arsenal</h4>
<ul>
<li><a href="/docs/1.12/redstone-arsenal/flux-infused-omniwrench/">Flux-infused omniwrenches</a>
and <a href="/docs/1.12/redstone-arsenal/flux-infused-battlewrench/">battlewrenches</a> now
support <a href="http://enderio.com/">Ender IO</a> and newer versions of
<a href="https://www.mod-buildcraft.com/">BuildCraft</a>.</li>
</ul>
<p>Please report any bugs on the <a href="http://www.github.com/CoFH/Feedback">issue
tracker</a>.</p>ToniusOn May 29, new updates were released for Redstone Flux, CoFH Core, CoFH World, the Thermal Series and Redstone Arsenal.April 25 updates2018-05-07T00:00:00+00:002018-05-07T00:00:00+00:00https://teamcofh.com/posts/2018/05/07/april-25-updates<p>On April 25, new updates were released for <a href="/docs/1.12/cofh-core/">CoFH Core</a>, the
<a href="/docs/#thermal-series">Thermal Series</a> and <a href="/docs/1.12/redstone-arsenal/">Redstone
Arsenal</a>.</p>
<p>It took a while to update the documentation for these updates, which is why this
post is also a bit late. The post for the next updates will probably be written
before the docs are updated.</p>
<h4 id="general">General</h4>
<ul>
<li>Various refactors and bugfixes (see the <a href="https://github.com/CoFH/Feedback/issues?q=is%3Aissue+is%3Aclosed+label%3Afixed+sort%3Aupdated-desc">issue
tracker</a>).</li>
</ul>
<h4 id="cofh-core">CoFH Core</h4>
<ul>
<li>New <a href="/docs/1.12/cofh-core/potions/">potion types</a>
<ul>
<li>Potion of Luck (applies
<a href="https://minecraft.gamepedia.com/Status_effect#Luck">Luck</a>)</li>
<li>Potion of Misfortune (applies <a href="https://minecraft.gamepedia.com/Status_effect#Bad_Luck">Bad
Luck</a>)</li>
</ul>
</li>
<li><a href="/docs/1.12/cofh-core/insight/">Insight</a> can be applied to
<a href="https://minecraft.gamepedia.com/Bow">bows</a>.</li>
<li><a href="https://minecraft.gamepedia.com/Infinity">Infinity</a> enchanted
<a href="https://minecraft.gamepedia.com/Bow">bows</a> work without requiring a single
<a href="https://minecraft.gamepedia.com/Arrow">arrow</a> in the user’s inventory.</li>
<li>All enchantments and potion types added by CoFH Core can now be disabled.</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li><a href="/docs/1.12/cofh-world/">CoFH World</a> is no longer a hard dependency. However, it is
still used for the default world generation.</li>
<li><a href="/docs/1.12/thermal-foundation/oil-sand/">Oil sand</a> now has a red variant.</li>
<li>Added <a href="/docs/1.12/thermal-foundation/potion-recipes/">recipes</a> for <a href="/docs/1.12/cofh-core/potions/">potions of Luck
and Misfortune</a>.</li>
<li><a href="/docs/1.12/thermal-foundation/tectonic-petrotheum/">Tectonic petrotheum</a> no longer applies <a href="https://minecraft.gamepedia.com/Status_effect#Night_Vision">Night
Vision</a> when
touched.</li>
<li>Elemental dusts (<a href="/docs/1.12/thermal-foundation/pyrotheum-dust/">pyrotheum</a>,
<a href="/docs/1.12/thermal-foundation/cryotheum-dust/">cryotheum</a>, <a href="/docs/1.12/thermal-foundation/aerotheum-dust/">aerotheum</a> and
<a href="/docs/1.12/thermal-foundation/petrotheum-dust/">petrotheum</a>) are crafted with two units of elemental
powder instead of one.</li>
<li>New crafting materials: <a href="/docs/1.12/thermal-foundation/tool-casing/">tool casing</a>, <a href="/docs/1.12/thermal-foundation/drill-head/">drill
head</a> and <a href="/docs/1.12/thermal-foundation/saw-blade/">saw blade</a>.</li>
<li><a href="/docs/1.12/thermal-foundation/pigments/">Pigments</a>
<ul>
<li>Types of <a href="https://minecraft.gamepedia.com/Dye">dye</a> that can only be used
for dyeing (unlike certain dyes like <a href="https://minecraft.gamepedia.com/Bone_Meal">bone
meal</a> and <a href="https://minecraft.gamepedia.com/Lapis_Lazuli">lapis
lazuli</a>).</li>
<li>Obtained by recycling <a href="https://minecraft.gamepedia.com/Wool">wool</a> in a
<a href="/docs/1.12/thermal-expansion/pulverizer/">pulverizer</a> or <a href="https://minecraft.gamepedia.com/Concrete_Powder">concrete
powder</a> in a <a href="/docs/1.12/thermal-expansion/centrifugal-separator/">centrifugal
separator</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-foundation/multimeter/">Multimeters</a> are crafted with <a href="/docs/1.12/thermal-foundation/gold-gear/">gold
gears</a> instead of <a href="/docs/1.12/thermal-foundation/electrum-gear/">electrum gears</a>.</li>
<li>Slightly rebalanced tools and armor.</li>
<li><a href="/docs/1.12/thermal-foundation/hammers/">Hammers</a> and
<a href="/docs/1.12/thermal-foundation/sickles/">sickles</a> don’t break multiple blocks when
sneaking.</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li><a href="/docs/1.12/thermal-expansion/factorizer/">Factorizer</a>
<ul>
<li>A <a href="/docs/1.12/thermal-expansion/devices/">device</a> that combines and splits various items.</li>
<li>Works using ‘storage’ crafting recipes (storage blocks, nuggets, etc.).</li>
<li>Replaces the <a href="/docs/1.12/thermal-expansion/compactor/">compactor</a>’s Storage mode.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/creature-encaptulator/">Creature Encaptulator</a>
<ul>
<li>A <a href="/docs/1.12/thermal-expansion/devices/">device</a> that captures
<a href="https://minecraft.gamepedia.com/Mob">mobs</a> in an area using
<a href="/docs/1.12/thermal-expansion/morb/">morbs</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/sawmill/">Sawmills</a> are crafted with <a href="/docs/1.12/thermal-foundation/saw-blade/">saw blades</a>
instead of <a href="/docs/1.12/thermal-foundation/iron-gear/">iron gears</a>.</li>
<li><a href="/docs/1.12/thermal-expansion/compactor/">Compactor</a> changes
<ul>
<li>Removed Storage mode; this functionality is now handled by the
<a href="/docs/1.12/thermal-expansion/factorizer/">factorizer</a>.</li>
<li>The current mode can now only be set by installing specialization
<a href="/docs/1.12/thermal-expansion/augments/">augments</a>.</li>
</ul>
</li>
<li>Various minor tweaks to <a href="/docs/1.12/thermal-expansion/machines/">machine</a> recipe energy amounts and
secondary chances.</li>
<li>Many recycling recipes in <a href="/docs/1.12/thermal-expansion/machines/">machines</a> have been tweaked, moved
or removed.</li>
<li><a href="/docs/1.12/thermal-expansion/pulverizer/">Pulverizers</a> can no longer produce <a href="https://minecraft.gamepedia.com/Stone_Bricks">cracked stone
bricks</a>, as they are now
obtainable through <a href="https://minecraft.gamepedia.com/Smelting">smelting</a>.</li>
<li><a href="/docs/1.12/thermal-expansion/induction-smelter/">Induction smelter</a> recipe tweaks
<ul>
<li><a href="/docs/1.12/thermal-foundation/hardened-glass/">Hardened glass</a> can no longer be produced using
<a href="/docs/1.12/thermal-foundation/lead-ingot/">lead ingots</a>; only <a href="/docs/1.12/thermal-foundation/pulverized-lead/">pulverized
lead</a> works.</li>
<li><a href="https://minecraft.gamepedia.com/Lapis_Lazuli_Ore">Lapis lazuli ore</a> can now
be processed.</li>
<li>Processing <a href="https://minecraft.gamepedia.com/Redstone_Ore">redstone ore</a>
yields 8 <a href="https://minecraft.gamepedia.com/Redstone">redstone</a> instead of a
<a href="https://minecraft.gamepedia.com/Block_of_Redstone">block of redstone</a>.</li>
<li>Processing <a href="https://minecraft.gamepedia.com/Nether_Quartz_Ore">nether quartz
ore</a> is now done using
regular <a href="https://minecraft.gamepedia.com/Sand">sand</a> instead of <a href="https://minecraft.gamepedia.com/Soul_Sand">soul
sand</a>, and yields 4 <a href="https://minecraft.gamepedia.com/Nether_Quartz">nether
quartz</a> instead of a <a href="https://minecraft.gamepedia.com/Block_of_Quartz">block
of quartz</a>.</li>
<li>Metal gears and plates can be recycled back into ingots.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/magma-crucible/">Magma crucibles</a> can produce
<a href="https://minecraft.gamepedia.com/Lava">lava</a> from
<a href="https://minecraft.gamepedia.com/Granite">granite</a> and
<a href="https://minecraft.gamepedia.com/Diorite">diorite</a>.</li>
<li><a href="/docs/1.12/thermal-expansion/fluid-transposer/">Fluid transposer</a> elemental powder recipes changed:
<ul>
<li><a href="/docs/1.12/thermal-foundation/essence-of-knowledge/">Essence of knowledge</a> is used instead of
<a href="/docs/1.12/thermal-foundation/destabilized-redstone/">destabilized redstone</a>.</li>
<li><a href="https://minecraft.gamepedia.com/Blaze_Powder">Blaze powder</a> requires 2
<a href="/docs/1.12/thermal-foundation/sulfur/">sulfur</a> instead of <a href="https://minecraft.gamepedia.com/Glowstone_Dust">glowstone
dust</a>.</li>
<li><a href="/docs/1.12/thermal-foundation/blizz-powder/">Blizz powder</a> requires 2
<a href="https://minecraft.gamepedia.com/Snowball">snowballs</a> instead of 1.</li>
<li><a href="/docs/1.12/thermal-foundation/blitz-powder/">Blitz powder</a> requires 2 <a href="/docs/1.12/thermal-foundation/niter/">niter</a> instead
of <a href="https://minecraft.gamepedia.com/Sand">sand</a>.</li>
<li><a href="/docs/1.12/thermal-foundation/basalz-powder/">Basalz powder</a> requires 2 <a href="/docs/1.12/thermal-foundation/pulverized-obsidian/">pulverized
obsidian</a> instead of 1.</li>
</ul>
</li>
<li>Active <a href="/docs/1.12/thermal-expansion/dynamos/">dynamos</a> now have animated textures.</li>
<li><a href="/docs/1.12/thermal-expansion/flux-capacitor/">Flux capacitors</a> and <a href="/docs/1.12/thermal-expansion/reservoir/">reservoirs</a>
can be equipped as
<a href="https://www.curseforge.com/minecraft/mc-mods/baubles">baubles</a>.</li>
<li><a href="/docs/1.12/thermal-expansion/flux-capacitor/">Flux capacitors</a>, <a href="/docs/1.12/thermal-expansion/reservoir/">reservoirs</a> and
<a href="/docs/1.12/thermal-expansion/satchel/">satchels</a> can be dyed.</li>
<li><a href="/docs/1.12/thermal-expansion/flux-capacitor/">Flux capacitors</a> are now capable of charging a
player’s entire inventory.</li>
<li><a href="/docs/1.12/thermal-expansion/augment-flux-anodizers/">Flux anodizers</a> now work with any ore; not
just ores that yield metals.</li>
<li><a href="/docs/1.12/thermal-expansion/augment-alchemical-retort/">Alchemical retort</a> tweaks
<ul>
<li>Potions can be refined up to level IV instead of V.</li>
<li>Extended potions (brewed using
<a href="https://minecraft.gamepedia.com/Redstone">redstone</a>) can be refined to
increase their potency to levels up to III.</li>
</ul>
</li>
</ul>
<h4 id="thermal-dynamics">Thermal Dynamics</h4>
<ul>
<li><a href="/docs/1.12/thermal-dynamics/itemduct/">Dense and Vacuum Itemducts</a>
<ul>
<li>These were gone for a long time, but they’re back now.</li>
<li>Affect item routing by dramatically increasing or decreasing the length of a
route.</li>
<li>Can be used to prioritize certain destinations over others.</li>
</ul>
</li>
</ul>
<h4 id="thermal-innovation">Thermal Innovation</h4>
<ul>
<li><a href="/docs/1.12/thermal-innovation/fluxsaw/">Fluxsaw</a>
<ul>
<li>A <a href="/docs/redstone-flux/">Redstone Flux</a>-powered
<a href="https://minecraft.gamepedia.com/Axe">axe</a> and
<a href="https://minecraft.gamepedia.com/Shears">shears</a>.</li>
<li>Much like a <a href="/docs/1.12/thermal-innovation/fluxbore/">fluxbore</a>, but for chopping wood.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-innovation/alchemical-quiver/">Alchemical Quiver</a>
<ul>
<li>Stores <a href="https://minecraft.gamepedia.com/Arrow">arrows</a> and can automatically
imbue them with a <a href="/docs/1.12/thermal-foundation/potion-fluid/">fluid potion</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-innovation/fluxbore/">Fluxbores</a> can mine different areas:
<ul>
<li>Tunnel: 1x2</li>
<li>Area: 3x3</li>
<li>Area: 3x3x3</li>
<li>Area: 5x5</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-innovation/fluxbore/">Fluxbores</a> don’t break multiple blocks when sneaking.</li>
<li><a href="/docs/1.12/thermal-innovation/fluxomagnet/">Fluxomagnets</a> have slightly reduced attraction radii.</li>
<li><a href="/docs/1.12/thermal-innovation/hypoinfuser/">Hypoinfusers</a> can be used manually by using them while
sneaking.</li>
<li><a href="/docs/1.12/thermal-innovation/fluxomagnet/">Fluxomagnets</a> and <a href="/docs/1.12/thermal-innovation/hypoinfuser/">hypoinfusers</a> can
be equipped as
<a href="https://www.curseforge.com/minecraft/mc-mods/baubles">baubles</a>.</li>
<li>Updated various textures and crafting recipes.</li>
<li>All equipment can now be dyed.</li>
</ul>
<h4 id="redstone-arsenal">Redstone Arsenal</h4>
<ul>
<li><a href="/docs/1.12/redstone-arsenal/flux-infused-hammer/">Flux-infused hammers</a> and
<a href="/docs/1.12/redstone-arsenal/flux-infused-sickle/">sickles</a> don’t break multiple blocks when
sneaking.</li>
<li>Flux-infused armor uses slightly more energy when hit.</li>
</ul>
<p>Please report any bugs on the <a href="http://www.github.com/CoFH/Feedback">issue
tracker</a>.</p>ToniusOn April 25, new updates were released for CoFH Core, the Thermal Series and Redstone Arsenal.April 7 updates and Thermal Innovation2018-04-09T00:00:00+00:002018-04-09T00:00:00+00:00https://teamcofh.com/posts/2018/04/09/april-7-updates<p>On April 7, new updates were released for <a href="/docs/1.12/cofh-core/">CoFH Core</a>,
<a href="/docs/1.12/thermal-foundation/">Thermal Foundation</a>, <a href="/docs/1.12/thermal-expansion/">Thermal
Expansion</a>, <a href="/docs/1.12/thermal-dynamics/">Thermal
Dynamics</a> and <a href="/docs/1.12/redstone-arsenal/">Redstone
Arsenal</a>. The first version of <a href="/docs/1.12/thermal-innovation/">Thermal
Innovation</a> was also released.</p>
<h4 id="general">General</h4>
<ul>
<li>Various refactors and bugfixes (see the <a href="https://github.com/CoFH/Feedback/issues?q=is%3Aissue+is%3Aclosed+label%3Afixed+sort%3Aupdated-desc">issue
tracker</a>).</li>
</ul>
<h4 id="cofh-core">CoFH Core</h4>
<ul>
<li><a href="/docs/1.12/cofh-core/soulbound/">Soulbound</a> enchantment
<ul>
<li>Prevents items from being dropped on death.</li>
<li>Goes up to level III.</li>
<li>The enchantment level may be reduced by one on death.</li>
</ul>
</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li><a href="/docs/1.12/thermal-foundation/iron-gear/">Iron gears</a> can now also be crafted using
<a href="/docs/1.12/thermal-foundation/copper-ingot/">copper</a>, <a href="/docs/1.12/thermal-foundation/tin-ingot/">tin</a> or
<a href="/docs/1.12/thermal-foundation/bronze-ingot/">bronze</a> ingots at the center of the recipe.</li>
<li><a href="/docs/1.12/thermal-foundation/shields/">Shields</a> now look a lot more like the
vanilla shield. (Thanks <a href="https://github.com/Ithronyar">Ithronyar</a>)</li>
<li>The elemental dusts are all slightly cheaper to craft:
<ul>
<li><a href="/docs/1.12/thermal-foundation/pyrotheum-dust/">pyrotheum dust</a> no longer uses <a href="/docs/1.12/thermal-foundation/pulverized-coal/">pulverized
coal</a>;</li>
<li><a href="/docs/1.12/thermal-foundation/cryotheum-dust/">cryotheum dust</a> no longer uses
<a href="/docs/1.12/thermal-foundation/niter/">niter</a>;</li>
<li><a href="/docs/1.12/thermal-foundation/aerotheum-dust/">aerotheum dust</a> no longer uses sand;</li>
<li><a href="/docs/1.12/thermal-foundation/petrotheum-dust/">petrotheum dust</a> no longer uses clay.</li>
</ul>
</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li><a href="/docs/1.12/thermal-expansion/augment-clastic-deposition/">Clastic Deposition</a>
<ul>
<li>An augment that allows for an <a href="/docs/1.12/thermal-expansion/igneous-extruder/">igneous extruder</a> to
produce sedimentary rock (gravel, sand, sandstone).</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/dynamos/">Dynamos</a> that use <a href="/docs/1.12/thermal-expansion/coolants/">coolants</a> produce more
energy when using more effective coolants.</li>
<li><a href="/docs/1.12/thermal-expansion/item-allocator/">Item allocators</a> and <a href="/docs/1.12/thermal-expansion/strongbox/">strongboxes</a>
with public access can be read by redstone comparators.</li>
<li><a href="/docs/1.12/thermal-expansion/decoctive-diffuser/">Decoctive diffusers</a> have a greater area of
effect.</li>
<li><a href="/docs/1.12/thermal-expansion/phytogenic-insolator/">Phytogenic insolators</a> produce chorus fruits
instead of chorus plant blocks.</li>
<li><a href="/docs/1.12/thermal-expansion/compactor/">Compactors</a> can now only produce plates, coins and gears
from ingots. Storage blocks and nuggets no longer work.</li>
<li><a href="/docs/1.12/thermal-expansion/magma-crucible/">Magma crucibles</a> produce 250 mB of <a href="/docs/1.12/thermal-foundation/creosote-oil/">creosote
oil</a> from each unit of <a href="/docs/1.12/thermal-foundation/tar/">tar</a>, instead of 100
mB.</li>
<li><a href="/docs/1.12/thermal-expansion/centrifugal-separator/">Centrifugal separators</a> can process sugar canes
into 2 units of sugar each, as well as 250 mB of water.</li>
<li><a href="/docs/1.12/thermal-foundation/creosote-oil/">Creosote oil</a> yields 40,000 RF when used in a
<a href="/docs/1.12/thermal-expansion/compression-dynamo/">compression dynamo</a>, instead of 20,000 RF.</li>
</ul>
<h4 id="redstone-arsenal">Redstone Arsenal</h4>
<ul>
<li><a href="/docs/1.12/redstone-arsenal/flux-infused-shield/">Flux-infused shields</a> now look a lot more like
the vanilla shield.</li>
</ul>
<h2 id="thermal-innovation">Thermal Innovation</h2>
<p>This is a new mod in the Thermal Series. It provides tools and gadgets that
directly increase player power. The mod’s documentation is currently still being
worked on, but here’s a quick overview.</p>
<ul>
<li><a href="/docs/1.12/thermal-innovation/fluxbore/">Fluxbore</a>
<ul>
<li>A Redstone Flux-powered pickaxe/shovel.</li>
<li>Higher tiers can mine larger areas at once, up to 5x5. This can be adjusted
on the fly.</li>
<li>The more blocks that are mined at once, the slower the mining operation is
(though it’s still faster considering how many blocks are mined).</li>
<li>These may be rebalanced a bit more based on feedback.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-innovation/fluxomagnet/">Fluxomagnet</a>
<ul>
<li>Attracts distant items using Redstone Flux.</li>
<li>Can attract items passively from a certain radius (6 to 10 blocks, depending
on tier).</li>
<li>Can be used actively to pull items to the wielder from a target area up to
64 blocks away.</li>
<li>Items can be filtered, like with <a href="/docs/1.12/thermal-expansion/satchel/">satchels</a>.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-innovation/hypoinfuser/">Hypoinfuser</a>
<ul>
<li>Stores <a href="/docs/1.12/thermal-foundation/potion-fluid/">fluid potions</a>, and can automatically infuse
the wielder with them.</li>
<li>Can be used on entities to forcibly inject the contained potion.</li>
</ul>
</li>
</ul>ToniusOn April 7, new updates were released for CoFH Core, Thermal Foundation, Thermal Expansion, Thermal Dynamics and Redstone Arsenal. The first version of Thermal Innovation was also released.January 8 updates2018-01-10T00:00:00+00:002018-01-10T00:00:00+00:00https://teamcofh.com/posts/2018/01/10/january-8-updates<p>On January 8, new updates were released for <a href="/docs/1.12/cofh-core/">CoFH Core</a>, the
<a href="/docs/#thermal-series">Thermal Series</a> and <a href="/docs/1.12/redstone-arsenal/">Redstone
Arsenal</a>.</p>
<h4 id="general">General</h4>
<ul>
<li>Various refactors and bugfixes (see the <a href="https://github.com/CoFH/Feedback/issues?q=is%3Aissue+is%3Aclosed+label%3Afixed+sort%3Aupdated-desc">issue
tracker</a>).</li>
</ul>
<h4 id="thermal-foundation">Thermal Foundation</h4>
<ul>
<li><a href="/docs/1.12/thermal-foundation/tome-of-knowledge/">Tomes of knowledge</a> can be filled with <a href="https://www.curseforge.com/minecraft/mc-mods/industrial-foregoing">Industrial
Foregoing</a>’s
essence, converting it into experience.</li>
</ul>
<h4 id="thermal-expansion">Thermal Expansion</h4>
<ul>
<li><a href="/docs/1.12/thermal-expansion/sequential-fabricator/">Sequential Fabricator</a>
<ul>
<li>A machine that crafts items.</li>
<li>Augments:
<ul>
<li><a href="/docs/1.12/thermal-expansion/augment-pattern-validation/">Pattern Validation</a> allows for
more intelligent input. Two input slots are designated for each crafting
slot.</li>
<li><a href="/docs/1.12/thermal-expansion/augment-fluidic-fabrication/">Fluidic Fabrication</a> adds a fluid
tank, which can replace filled buckets in recipes.</li>
</ul>
</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/augment-enstabulation-apparatus/">Enstabulation Apparatus</a>
<ul>
<li>An augment that allows for a <a href="/docs/1.12/thermal-expansion/centrifugal-separator/">centrifugal
separator</a> to “process” filled
<a href="/docs/1.12/thermal-expansion/morb/">morbs</a>.</li>
<li>Morbs will provide items and <a href="/docs/1.12/thermal-foundation/essence-of-knowledge/">essence of
knowledge</a> from the contained mobs.</li>
</ul>
</li>
<li>The crafting recipes of <a href="/docs/1.12/thermal-expansion/machines/">machines</a>,
<a href="/docs/1.12/thermal-expansion/devices/">devices</a>, <a href="/docs/1.12/thermal-expansion/dynamos/">dynamos</a> and
<a href="/docs/1.12/thermal-expansion/augments/">augments</a> have been tweaked.
<ul>
<li>Dynamos and augments are all slightly cheaper.</li>
<li>Augments are slightly simpler to craft.</li>
</ul>
</li>
<li><a href="/docs/1.12/thermal-expansion/compactor/">Compactors</a> can press elemental (blaze, blizz, etc.)
powders into rods.</li>
<li>All fluid-handling blocks can now be properly filled and drained by hand using
buckets or <a href="/docs/1.12/thermal-expansion/reservoir/">reservoirs</a>.</li>
</ul>ToniusOn January 8, new updates were released for CoFH Core, the Thermal Series and Redstone Arsenal.