diff --git a/Changelog.md b/Changelog.md index 9eb26e0af..cdd854fd5 100644 --- a/Changelog.md +++ b/Changelog.md @@ -8,10 +8,20 @@ Changes are in reverse chronological order; newest changes at the top. ## [8.1.1] +### Added +* There is now a JEI category showing which blocks can be used as grid blocks for the Electrostatic Compressor + * Iron Bars and Lightning Rods by default, but modpacks may add more blocks via the `pneumaticcraft:electrostatic_grid` block tag + * The category shows up when you view the uses of any grid block or the Electrostatic Compressor in JEI (right click / 'U' key) + ### Fixes * Fixed server-side memory leak with drones not correctly unregistering an event handler on removal * Fixed Refinery sometimes caching invalid recipes (in particular if oil is added before there are enough outputs) * The Drone Interface is now craftable again (re-enabled the recipe datagen) +* Fixed changes to Aphorism Tiles not sync'ing to nearby players (only sync'd on player login) +* Fixed crash in importing legacy Drone Programs + * This only occurs when using vanilla launcher (which is also used by CurseForge launcher) since it installs an older version of the Gson library + * Worked around the issue for now +* Machines with empty tags and/or upgrades should now stack better with fresh blocks of the same type when broken and/or sneak-wrenched ## [8.1.0] @@ -19,7 +29,7 @@ Changes are in reverse chronological order; newest changes at the top. * Pressure Tube model and shape calculation have been heavily reworked and refactored internally * Tube models are now fully dynamic baked models, and pressure tube blocks no longer use blockstates for sided connections * This reduces the number of blockstates needed for all three tube types from 4374 to 6, a big performance win especially on big instances with many mods - * Shape recalculation has also been further optimised, improving performance and reducing the memory needed to cache states + * Shape recalculation has also been further optimised, improving performance and reducing the memory needed to cache block shapes * No player-visible changes (hopefully!) * Pneumatic Armor model rendering has been refactored, no longer requiring a custom model renderer (NeoForge 21.1.18+ required) * Sentry Turrets now note the deploying player ID, and won't attack that player if their filter is empty (no more tragic accidents)