The Energy Update (0.6.0-BETA
) reworks a lot of older content, which might require some preparation before upgrading.
Make sure to empty all Matter Condensers. The amount of slots was reduced, leftover items inside might disappear or be on slots they shouldn't.
Once you enter the world, you'll notice your Modular Armor will be void of any energy. Don't worry, it wasn't lost, you just need to upgrade it by placing it on a Matter Condenser.
Config files have been split per module; config files are now read from .minecraft/config/dml-refabricated/
. Lots of values were added, removed or otherwise modified, so automatic migration wasn't possible. Sorry!
DML's in-house energy generator, using data models' data to generate energy. On normal gameplay, it is intended to allow infinite energy by using data acquired by simulation. This behavior is game breaking when used with other mods, so there are a couple of options:
- Enable
hasSimulatedDataRestrictions
atbase
config to disallow using simulated data to generate energy; - Change
energyCostMultiplier
atsimulacrum
config to make simulations cost more than what that model's data produces (by default, it is0.25
, meaning it's 4x cheaper); - Remove its recipe entirely and rely on other mods for energy generation.
Simulations now only consume energy at the end of the process and not per tick; default configuration's values were drastically decreased to accomodate the mod's energy generation scale. To use the same amount of energy as previously, change energyCostMultiplier
at simulacrum
to 75
.
Note this approach makes simulation of a data model cost 75x more than what a single data of the same data model can generate, completely breaking the mod if no alternative energy generation is available.