With the port to Journey's End comes new cool features and mechanics! Listed below are the changes included for this update.
- New Items:
- Basic Portable Remote Crafting Access
- Crafting variant of the Basic Portable Remote Storage Access
- Has the same range as its Storage counterpart
- Advanced Portable Remote Crafting Access
- Crafting variant of the Advanced Portable Remote Storage Access
- Has the same range as its Storage counterpart
- Basic Portable Remote Crafting Access
- Updated Items:
- Basic/Advanced/Ultimate Portable Remote Storage Access
- Recipes for all three have been modified
- Tooltip now mentions the exact access range for the Basic and Advanced variants
- Portable Remote Crafting Access
- Renamed to Ultimate Portable Remote Crafting Access
- Recipe has been modified
- Basic/Advanced/Ultimate Portable Remote Storage Access
- Updated Tiles:
- Connector
- Now merges with storage components rather than just itself
- Connector
- Integration with the Recursive Craft mod has been removed
- A new, experimental system for recursion crafting has been added
- Recursion depth is set via the
Recursion Depth
config option
- Recursion depth is set via the
- Displayed recipes in the Crafting UI's side panel will now just display the final, original recipe
- Crafting simulations are used to predict which crafting stations and ingredients will be needed
- The Required objects: text will update in real-time with the crafting stations and conditions detected by the simulation
- The Stored Ingredients list will include ingredients also used by subrecipes
- Previous and Next buttons have swapped places
- Can now remember which help option was displayed most recently via the
Automaton remembers last help tip
config option - Attacking code has been fixed. It will now whack monsters with a Storage Unit Wand
- Added some new names and dialogue options
- Will now spawn alongside the Guide during world generation
- Now has dialogue for the Princess and vice versa
- Coordinates for the Locator, Locator Drive and all of the Portable Remote Accesses will now be displayed in GPS/Depth Meter measurements
- Logic for sorting and filtering items/recipes is now performed on a separate thread
- A new Loading... prompt will be displayed while the UI is processing the items/recipes
- This means no more freezes nor lag from trying to just change the filters or use the search bar!
- Renamed some buttons in the Controls tab of the Storage UI
Delete Unloaded Data
⇒Delete Unloaded Mod Data
Delete Unloaded Items
⇒Delete Unloaded Mod Items
- Heavily optimized the logic for refreshing items and recipes in the Storage and Crafting UIs
- Each refresh will now try to only refresh the relevant items and recipes for the most recent operations
- E.g. withdrawing Dirt Blocks will only try to refresh the information for Dirt Blocks in the storage system
- Enabling and disabling a module in the Storage Configuration Interface now prints a message to the chat
- All interactions that a multiplayer client does to a storage system will now be reported to the server's
server.log
file, like an audit of sorts - IL edits performed by Magic Storage during mod loading will no longer throw an error on fail
- The item preview in the Crafting UI's side panel will now properly display its tooltip on hover
- The buttons used to modify the crafting target amount are now slightly taller in order to make clicking them easier
- (1.4.4 only) Quick Stack to Nearby Storage will now play the item transfer visual to whatever Storage Heart the item was quick stacked into
- Updated Russian localization
- Updated Chinese localization
- Fixed an oversight where having too much of a recipe's ingredient would throw errors
- Aggregated item stacks which exceeded 2.147 billion items now properly aggregate to that limit instead of stopping early
- Fixed a bug where the tile scanning logic for detecting if a storage system was close enough to a pylon (in order to extend the range of the Portable Remote Accesses) used a variable that was created too early in the mod loading process, resulting in said logic throwing an error whenever certain modded tile types were scanned
- Fixed an oversight where shadow diamond drops from bosses that were in unloaded mods would get reset
- Fixed an oversight where recipe-related logic was being run during worldgen, which would throw an error
- Added a hotfix to Magic Storage's world loading logic in case other mods use netcode too early (namely, AlchemistNPC Reborn)
- Fixed a bug where certain items wouldn't cause the Crafting UI to refresh when consumed for recipes
- Fixed the extended Quick Stack to Nearby Storage sometimes not working
- Many methods in
MagicStorage.Components.TEEnvironmentAccess
were removed due to them possibly causing module hooks to be executed more than once - The
MagicStorage.StorageGUI::needRefresh
field is now obsolete- It has been replaced by the
MagicStorage.StorageGUI::SetRefresh()
method
- It has been replaced by the
MagicStorage.StorageGUI
andMagicStorage.CraftingGUI
now have more methods as part of their API
- Crafting target amount is now hard-capped at 9999 items per craft
- Attempting to load the 1.4.3 build of Magic Storage on a 1.4.4 game instance, or vice versa, will now throw an improved error message