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<title>github/GT5-Unofficial.git/src/main/java/com/elisis/gtnhlanth/common, branch master</title>
<subtitle>Unnamed repository; edit this file 'description' to name the repository.</subtitle>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/'/>
<entry>
<title>The Great Renaming (#3014)</title>
<updated>2024-09-02T21:17:17+00:00</updated>
<author>
<name>NotAPenguin</name>
<email>michiel.vandeginste@gmail.com</email>
</author>
<published>2024-09-02T21:17:17+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=1b820de08a05070909a267e17f033fcf58ac8710'/>
<id>1b820de08a05070909a267e17f033fcf58ac8710</id>
<content type='text'>
* move kekztech to a single root dir

* move detrav to a single root dir

* move gtnh-lanthanides to a single root dir

* move tectech and delete some gross reflection in gt++

* remove more reflection inside gt5u

* delete more reflection in gt++

* fix imports

* move bartworks and bwcrossmod

* fix proxies

* move galactigreg and ggfab

* move gtneioreplugin

* try to fix gt++ bee loader

* apply the rename rules to BW

* apply rename rules to bwcrossmod

* apply rename rules to detrav scanner mod

* apply rename rules to galacticgreg

* apply rename rules to ggfab

* apply rename rules to goodgenerator

* apply rename rules to gtnh-lanthanides

* apply rename rules to gt++

* apply rename rules to kekztech

* apply rename rules to kubatech

* apply rename rules to tectech

* apply rename rules to gt

apply the rename rules to gt

* fix tt import

* fix mui hopefully

* fix coremod except intergalactic

* rename assline recipe class

* fix a class name i stumbled on

* rename StructureUtility to GTStructureUtility to prevent conflict with structurelib

* temporary rename of GTTooltipDataCache to old name

* fix gt client/server proxy names</content>
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<pre>
* move kekztech to a single root dir

* move detrav to a single root dir

* move gtnh-lanthanides to a single root dir

* move tectech and delete some gross reflection in gt++

* remove more reflection inside gt5u

* delete more reflection in gt++

* fix imports

* move bartworks and bwcrossmod

* fix proxies

* move galactigreg and ggfab

* move gtneioreplugin

* try to fix gt++ bee loader

* apply the rename rules to BW

* apply rename rules to bwcrossmod

* apply rename rules to detrav scanner mod

* apply rename rules to galacticgreg

* apply rename rules to ggfab

* apply rename rules to goodgenerator

* apply rename rules to gtnh-lanthanides

* apply rename rules to gt++

* apply rename rules to kekztech

* apply rename rules to kubatech

* apply rename rules to tectech

* apply rename rules to gt

apply the rename rules to gt

* fix tt import

* fix mui hopefully

* fix coremod except intergalactic

* rename assline recipe class

* fix a class name i stumbled on

* rename StructureUtility to GTStructureUtility to prevent conflict with structurelib

* temporary rename of GTTooltipDataCache to old name

* fix gt client/server proxy names</pre>
</div>
</content>
</entry>
<entry>
<title>Compressor Multiblock (#2861)</title>
<updated>2024-08-29T15:15:21+00:00</updated>
<author>
<name>Mary</name>
<email>33456283+FourIsTheNumber@users.noreply.github.com</email>
</author>
<published>2024-08-29T15:15:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=03f8ac57b99f8fa26975151ad39cb1a78667db73'/>
<id>03f8ac57b99f8fa26975151ad39cb1a78667db73</id>
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* Compressor boilerplate

* Getting test structure working

* Structure fixes

* Implemented basic HIP and Black Hole structure elements complete with heat and black hole stabilization mechanics

* Cooling glow, also HIP cools much slower than it heats

* Got blue cooling texture working

* spotless :3

* Force structure checks every 10 seconds like nano forge

* Neutronium compressor recipemap created

* Various strange changes attempting to get a neutronium compressor map working. Shelved for now

* Absolutely going hog wild with neutronium testing

* BIG RECIPE

* Added Ollie author tag

* Added a bunch of neutronium compressor recipes

* Deeply cursed recipemap combining

* Neutronium compressor structure

* Black hole requirement for recipes established

* Black hole implementation changed

* Added black hole catalyzation

* spotless

* Removed neutronium compressor recipes from gt5u

* Made eternal singularity work somehow

* Boilerplate for new hatches

* Tinkering

* Split the multi in 4

* Fix refactor

* Implemented the new black hole mechanic with catalysts.

* Give speed bonuses/nerfs to recipes based on black hole. Shuffled some logic around

* Imported real structures

* Proper HIP implementation with heat sensor

* Cut HIP mechanics from Neutronium

* Restore Gangue for use in a black hole recipe

* Made Gangue blocks load

* sa+update deps

* Added t1/t2 casings

* Temporary casings for neutronium

* SA from merge

* Temporary HIP Textures

* Temporary Black Hole textures

* Support machinemode for black hole, support special value for compression

* Don't let neutronium compressor do black hole recipes

* Get all of the numbers in

* Tooltip adjustments for readability

* Casing fix and more tooltips

* Correct structure tooltips

* Improve legibility of HIP tooltip

* 1 parallel per tier when overheated

* Lost my privates

* Fixed modern cast and imported the new textures

* Removed very unnecessary logic

* Nerf HIP parallels to 4 to make black hole better

* Change all special value stuff to proper metadata

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
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<pre>
* Compressor boilerplate

* Getting test structure working

* Structure fixes

* Implemented basic HIP and Black Hole structure elements complete with heat and black hole stabilization mechanics

* Cooling glow, also HIP cools much slower than it heats

* Got blue cooling texture working

* spotless :3

* Force structure checks every 10 seconds like nano forge

* Neutronium compressor recipemap created

* Various strange changes attempting to get a neutronium compressor map working. Shelved for now

* Absolutely going hog wild with neutronium testing

* BIG RECIPE

* Added Ollie author tag

* Added a bunch of neutronium compressor recipes

* Deeply cursed recipemap combining

* Neutronium compressor structure

* Black hole requirement for recipes established

* Black hole implementation changed

* Added black hole catalyzation

* spotless

* Removed neutronium compressor recipes from gt5u

* Made eternal singularity work somehow

* Boilerplate for new hatches

* Tinkering

* Split the multi in 4

* Fix refactor

* Implemented the new black hole mechanic with catalysts.

* Give speed bonuses/nerfs to recipes based on black hole. Shuffled some logic around

* Imported real structures

* Proper HIP implementation with heat sensor

* Cut HIP mechanics from Neutronium

* Restore Gangue for use in a black hole recipe

* Made Gangue blocks load

* sa+update deps

* Added t1/t2 casings

* Temporary casings for neutronium

* SA from merge

* Temporary HIP Textures

* Temporary Black Hole textures

* Support machinemode for black hole, support special value for compression

* Don't let neutronium compressor do black hole recipes

* Get all of the numbers in

* Tooltip adjustments for readability

* Casing fix and more tooltips

* Correct structure tooltips

* Improve legibility of HIP tooltip

* 1 parallel per tier when overheated

* Lost my privates

* Fixed modern cast and imported the new textures

* Removed very unnecessary logic

* Nerf HIP parallels to 4 to make black hole better

* Change all special value stuff to proper metadata

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>fix issues caused by merge</title>
<updated>2024-08-26T20:42:57+00:00</updated>
<author>
<name>boubou19</name>
<email>miisterunknown@gmail.com</email>
</author>
<published>2024-08-26T20:42:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=e8a543c2996e1da2ea6923b13e2b353d3fcb29c2'/>
<id>e8a543c2996e1da2ea6923b13e2b353d3fcb29c2</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Remove O-Xylene (#2973)</title>
<updated>2024-08-26T03:58:23+00:00</updated>
<author>
<name>Mary</name>
<email>33456283+FourIsTheNumber@users.noreply.github.com</email>
</author>
<published>2024-08-26T03:58:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=091f50b74e17c29c1544dd23345212eef6457742'/>
<id>091f50b74e17c29c1544dd23345212eef6457742</id>
<content type='text'>
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>General beamline fixes, balancing (#2899)</title>
<updated>2024-08-23T19:18:09+00:00</updated>
<author>
<name>Elisis</name>
<email>gtandemmodding@gmail.com</email>
</author>
<published>2024-08-23T19:18:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=71e7f3dc16a7be69a3f89c17a170d401383bf021'/>
<id>71e7f3dc16a7be69a3f89c17a170d401383bf021</id>
<content type='text'>
* Remove cell chemistry, increase tiering of recipes from mask-making process

* Fix LN2 and LOX in LINAC and Synchrotron

* Fix Synchrotron structure definition antenna having a different meta to the actual block

* Fix Accelerator Glass Hardness

* Fix mobs spawning inside Synchrotron, make LiB6 rods less painful to make

* Halve TC base recipe duration, loosen focus requirements for lower-tier wafers, add more detail to LINAC TT

* Improve LINAC output energy eu/t scaling

* Remove log

* Spotless

* Remove merge artifact

* Spotless apply for branch beamline-fixes-2 for #2899 (#2900)

spotlessApply

Co-authored-by: GitHub GTNH Actions &lt;&gt;

---------

Co-authored-by: github-actions[bot] &lt;41898282+github-actions[bot]@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;
Co-authored-by: Connor-Colenso &lt;52056774+Connor-Colenso@users.noreply.github.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Remove cell chemistry, increase tiering of recipes from mask-making process

* Fix LN2 and LOX in LINAC and Synchrotron

* Fix Synchrotron structure definition antenna having a different meta to the actual block

* Fix Accelerator Glass Hardness

* Fix mobs spawning inside Synchrotron, make LiB6 rods less painful to make

* Halve TC base recipe duration, loosen focus requirements for lower-tier wafers, add more detail to LINAC TT

* Improve LINAC output energy eu/t scaling

* Remove log

* Spotless

* Remove merge artifact

* Spotless apply for branch beamline-fixes-2 for #2899 (#2900)

spotlessApply

Co-authored-by: GitHub GTNH Actions &lt;&gt;

---------

Co-authored-by: github-actions[bot] &lt;41898282+github-actions[bot]@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;
Co-authored-by: Connor-Colenso &lt;52056774+Connor-Colenso@users.noreply.github.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Cleanup (#2904)</title>
<updated>2024-08-16T13:26:16+00:00</updated>
<author>
<name>miozune</name>
<email>miozune@gmail.com</email>
</author>
<published>2024-08-16T13:26:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=83ebeadd3b867f45914972f4573211b3324ca433'/>
<id>83ebeadd3b867f45914972f4573211b3324ca433</id>
<content type='text'>
* Remove redundant inputSeparation=true call

* Remove deprecated MetaTileEntity#isDisplaySecondaryDescription

* Always use ModularUI

* Remove useModularUI

* Remove unused GUI features

* Remove IGlobalWirelessEnergy

* Remove CommonValues.V &amp; CommonValues.VN

* More deprecation cleanup

---------

Co-authored-by: boubou19 &lt;miisterunknown@gmail.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Remove redundant inputSeparation=true call

* Remove deprecated MetaTileEntity#isDisplaySecondaryDescription

* Always use ModularUI

* Remove useModularUI

* Remove unused GUI features

* Remove IGlobalWirelessEnergy

* Remove CommonValues.V &amp; CommonValues.VN

* More deprecation cleanup

---------

Co-authored-by: boubou19 &lt;miisterunknown@gmail.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Cleanup (#2803)</title>
<updated>2024-08-15T13:38:58+00:00</updated>
<author>
<name>boubou19</name>
<email>miisterunknown@gmail.com</email>
</author>
<published>2024-08-15T13:38:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=0f990a7cfd78c3ede4db09a893e1e6edff164a2a'/>
<id>0f990a7cfd78c3ede4db09a893e1e6edff164a2a</id>
<content type='text'>
* remove dead code

* use proper materials for tiered circuits

* remove yet another RA1 call

* remove deprecated usage

* small step toward Research station assline recipes migration

* remove dead code

* remove dead code

* remove dead code

* migrate BW recipes

* remove some more RA1 code

* remove bad search and replace + spotlessapply

* yeet deprecated code and change how sieverts for recipes are computed

* fix loading

* fix bad replacements

* spotless apply</content>
<content type='xhtml'>
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<pre>
* remove dead code

* use proper materials for tiered circuits

* remove yet another RA1 call

* remove deprecated usage

* small step toward Research station assline recipes migration

* remove dead code

* remove dead code

* remove dead code

* migrate BW recipes

* remove some more RA1 code

* remove bad search and replace + spotlessapply

* yeet deprecated code and change how sieverts for recipes are computed

* fix loading

* fix bad replacements

* spotless apply</pre>
</div>
</content>
</entry>
<entry>
<title>Fix typo (#2831)</title>
<updated>2024-08-05T18:04:14+00:00</updated>
<author>
<name>Ethryan</name>
<email>3237986+Ethryan@users.noreply.github.com</email>
</author>
<published>2024-08-05T18:04:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=ccd3c67a1adfdf35edc186aa5ab7b9ec92107060'/>
<id>ccd3c67a1adfdf35edc186aa5ab7b9ec92107060</id>
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</pre>
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</entry>
<entry>
<title>Waterline rework (#2577)</title>
<updated>2024-08-03T21:21:44+00:00</updated>
<author>
<name>NotAPenguin</name>
<email>michiel.vandeginste@gmail.com</email>
</author>
<published>2024-08-03T21:21:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=b65ace37de4f585b8089ad413ee877b792da11ca'/>
<id>b65ace37de4f585b8089ad413ee877b792da11ca</id>
<content type='text'>
* Add barebones PurificationPlant class

* Make simple 3x3 structure to form purification plant

* Add base purification unit class and dummy sifter unit MTE

* Make sifter unit form

* Fix accidental wildcard import

* Implement basic linking of units to controller using data stick

* Make linking more robust, save bidirectional links, add scanner output

* add linking range, error message and unregister old controller when re-linking

* Add link status of purification units to waila body

* Disable maintenance issues on purification plant units

* spotless

* Check structure of linked purification units in main controller

* Remove all star imports

* Small refactor to avoid updating status from main controller

* spotless

* Attempt to document current code

* Convert some comments to javadoc

* Implement basic processing cycle, sync it with linked purification units

* Make water purification plant drain power

* Calculate power drain from active units and remove controller power drain

* spotless

* Add very barebones recipemap

* Fix recipemap name in lang file

* spotless

* Fix purification unit recipemap name

* spotless

* more sane amount of max fluid outputs

* add some item outputs to sifter unit

* Very simple recipe processing, may be buggy

* spotless

* Implement recipe failure

* Implement void protection for purification units

* spotless

* buff item output odds slightly

* Add WIP grade 1 structure

* spotless

* Store base success chance in recipe metadata and display it in NEI

* Fill sifter plant with water

* Add comment

* Allow construction sifter unit in survival

* Implement water boost

* Fix water boost allowing output chance to go over 100%

* Implement failed recipes outputting lower tier water

* Fix typo

* Fix deformed purification unit still drawing power

* Slightly refactor recipe check so base class can read result

* Create empty ModularUI container for purification plant

* The great gui struggle part 1

* More gui struggles, we have a button now

* Adjust button text and size

* gui wars: the rise of the sync

* gui wars: a new hope

* fix the sync

* is pengu old enough to know exceeder?

* Fix being able to link the same unit multiple times

* Sync status string to client

* Sign sifter with my name

* Show status somewhat properly

* Adjust sifter base chance and structure

* Fully implement sifter unit

* More tooltip refactoring

* Add structure info to sifter tooltip.

* nitpicking tooltips

* Adding sound to Purification Plant Main Unit.

* fix star imports

* Add basic coagulator unit, add recipemap for it

* Write coagulator tooltip

* comma nitpicking

* more tooltip work

* small refactor to purification plant controller

* start work on custom recipemap frontend

* Fully implement coagulator

* Update structure requirements in tooltips

* Move controller text in structure tooltips to be consistent

* fix NPE on world load

* Add base ph adjustment unit MTE

* Add info to main controller and energy hatch check

* Fixing tooltip of Main Controller &amp; Energy/Exotic Hatch check.

* Create full pH adjustment structure

* disallow any voiding on purification unit

* Small custom RecipeMap frontend for ph adjustment

* Generate random initial pH value

* Implement inserting NaOH and HCl to adjust pH

* Add easter egg

* Implement pH sensor hatch

* Properly consume HCl and round pH value to 2 digits

* Write ph adjustment unit tooltip

* Tooltip nitpicking

* Try to fix some structurelib hints

* More trying to fix hints

* Add industrial strength concrete casing block

* Add water loop sound to the game

* Document random initial pH in tooltip

* Add glass material base

* Fix spotless formatting in Textures docs because I cannot take it anymore

* Add glass texture

* Try adding transparent glass

* Transparent glass working

* Create pH resistant glass and update pH structure to use it

* Create full structure for main purification plant

* Create custom water purification casing block

* Properly balance ferrous wastewater reprocessing and reduce input by a factor 10

* Add pH factor to NEI tooltip and fix coagulator structure

* Structure tooltip for Purification Plant base

* Add GT_Block_Glass2 and properly set maxMeta

* Add Tinted Industrial Glass blocks

* Fix BlockCasing9 not showing custom tooltip

* Register tinted glass as EV glass

* Add sterile water plant casing and revert tooltip change

* Mention required water in sifter tooltip

* Add more textures and casings

* Add more textures, sounds and add structure info for pH adjustment

* Rename sifter unit to clarifier

* Rename coagulation unit to flocculation unit

* Add activated carbon line

* Fix unintended activated carbon recipe

* Add activated carbon filter

* Add polyaluminium chloride + solution

* Add new custom textures by @BlueHero233

* Wip recipe page with new background for flocculation

* Fix flocculation background image mostly

* Finally aligned the slots

* angery mumbles

* Finish flocculation recipe page

* All the recipe pages!

* Add new reworked textures

* Fix ph adjustment being t3 instead of t4

* Fix invisible casing

* apply chembalance to polyaluminium chloride properly

* Fix ferrous wastewater -&gt; flocculation waste liquid

* Move flocculation to grade 3

* create ozonation unit with placeholder blocks

* add new blocks for ozonation with placeholder textures

* Add water to ozonation structure

* Create ozone gas material

* Add ozone recipe

* Add textures for ozone unit

* Add sound loop for ozonation

* fix

* implement ozonation mechanics

* Finalize ozonation tooltip

* Create dummy plasma heater multi

* Update textures for plasma heater

* Add grade 5 recipemap

* Add hatches to plasma heater multi

* Add basic plasma heating unit variables

* Implement plasma heating unit mechanics

* Add plasma heater tooltip

* Add structure info to plasma heater tooltip

* fix ozonation tooltip, add frontend

* Fix positioning on ozonation tooltip and fix plasma heater crash

* Add UV treatment MTE and structure without textures

* Revert accidental addition of debug dependencies

* Add initial version of uv unit textures

* update naquadria casing, add water color gradient

* Some minor cleanup and added docs

* Create lens housing bus

* Add lens bus to UV treatment unit

* Add lens indicator hatch

* Merge GT_MetaGeneratedItem_03.java

* Add lens indicator hatch

* Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe

* Implement lens swapping mechanic

* Clean up first lens swap

* Fix uv recipemap lang and move lens cycle to recipe

* Write uv treatment tooltip

* Add sounds for uv and plasma steps

* Create empty degasifier class

* Create temporary debug structure for degasifier

* set temp casing index for degasifier

* create degasifier control hatch

* create slightly less temporary but still temporary structure for degasifier

* Start impl of degasifier

* fix fluid consumption and nbt loading of degasifier

* Degasifier implementation should work now

* Rename and reformat some things and start work on degasser tooltiop

* give last bit much lower chance of being on to avoid cheesing

* Finish degasifier tooltip

* Integrate some deleno lore

* hopefully fix all moved casing meta ids after merge

* Create finalized degasser structure

* Integrate more deleno lore

* Add even more lore

* Create placeholder particle catalysts and fetch particle items from gt++

* Fix wrong casing and recipemap localization

* Create parallel config menu

* refactor purification recipecheck slightly

* implement parallel amount on water i/o and power

* add tooltip info about parallel config

* fix text

* update block names in structure tooltips

* create structure tooltip for degasser

* create textureless quark catalyst items

* add the purple glass

* fix lore typos

* fix some casing indices

* remove concrete floor from water plant and reword tooltip

* fix main plant structure and add placeholder structure for t8 step

* fix structurecheck for main plant and add random catalyst generation for t8

* implement basic mechanics for particle extractor (wip)

* Create plasma heater frontend

* implement final mechanics and bugfixes for particle extractor

* add recipes for re-aligning quark catalysts

* add simple recipes for catalyst alignment

* initial replacement of purified water in engraver recipes

* add purified water to all wafer cutting recipes

* fix purified water amounts

* buff quark cyclotron recipe again

* extract t8 unit casings into their own icons

* Write initial tooltip for t8 module

* add purified water to mask recipes

* Add recipe comparator to show low tier purified water recipes first

* add min casing check to waterline multis

* buff ozone production

* update t8 structure

* make purified water optional again for naq wafers

* Fix blockrenderer for purification plant

* fix nei previews

* fix nei

* really fix nei this time

* add t8 lore

* fix hatch recipe locking blocking automation on some steps

* try to solve weirdness with grade 3 recipe

* fix issues with recipecheck

* fix missing null check

* make ph sensor use a strict inequality check

* fix min casings on t5

* significantly nerf purified water usage for beamline masks

* disable void protection for waterline

* small adjustments to t6 unit

* more small adjustments to t6 unit to prevent easy automation cheese

* fix degasser redstone output and missing return statement

* remove water QFT catalyst recipes

---------

Co-authored-by: Tianyou Mei &lt;meitianyou94@gmail.com&gt;
Co-authored-by: OlliedeLeeuw &lt;ollie.riemersma@xs4all.nl&gt;
Co-authored-by: Ollie_de_Leeuw &lt;154506304+OlliedeLeeuw@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Add barebones PurificationPlant class

* Make simple 3x3 structure to form purification plant

* Add base purification unit class and dummy sifter unit MTE

* Make sifter unit form

* Fix accidental wildcard import

* Implement basic linking of units to controller using data stick

* Make linking more robust, save bidirectional links, add scanner output

* add linking range, error message and unregister old controller when re-linking

* Add link status of purification units to waila body

* Disable maintenance issues on purification plant units

* spotless

* Check structure of linked purification units in main controller

* Remove all star imports

* Small refactor to avoid updating status from main controller

* spotless

* Attempt to document current code

* Convert some comments to javadoc

* Implement basic processing cycle, sync it with linked purification units

* Make water purification plant drain power

* Calculate power drain from active units and remove controller power drain

* spotless

* Add very barebones recipemap

* Fix recipemap name in lang file

* spotless

* Fix purification unit recipemap name

* spotless

* more sane amount of max fluid outputs

* add some item outputs to sifter unit

* Very simple recipe processing, may be buggy

* spotless

* Implement recipe failure

* Implement void protection for purification units

* spotless

* buff item output odds slightly

* Add WIP grade 1 structure

* spotless

* Store base success chance in recipe metadata and display it in NEI

* Fill sifter plant with water

* Add comment

* Allow construction sifter unit in survival

* Implement water boost

* Fix water boost allowing output chance to go over 100%

* Implement failed recipes outputting lower tier water

* Fix typo

* Fix deformed purification unit still drawing power

* Slightly refactor recipe check so base class can read result

* Create empty ModularUI container for purification plant

* The great gui struggle part 1

* More gui struggles, we have a button now

* Adjust button text and size

* gui wars: the rise of the sync

* gui wars: a new hope

* fix the sync

* is pengu old enough to know exceeder?

* Fix being able to link the same unit multiple times

* Sync status string to client

* Sign sifter with my name

* Show status somewhat properly

* Adjust sifter base chance and structure

* Fully implement sifter unit

* More tooltip refactoring

* Add structure info to sifter tooltip.

* nitpicking tooltips

* Adding sound to Purification Plant Main Unit.

* fix star imports

* Add basic coagulator unit, add recipemap for it

* Write coagulator tooltip

* comma nitpicking

* more tooltip work

* small refactor to purification plant controller

* start work on custom recipemap frontend

* Fully implement coagulator

* Update structure requirements in tooltips

* Move controller text in structure tooltips to be consistent

* fix NPE on world load

* Add base ph adjustment unit MTE

* Add info to main controller and energy hatch check

* Fixing tooltip of Main Controller &amp; Energy/Exotic Hatch check.

* Create full pH adjustment structure

* disallow any voiding on purification unit

* Small custom RecipeMap frontend for ph adjustment

* Generate random initial pH value

* Implement inserting NaOH and HCl to adjust pH

* Add easter egg

* Implement pH sensor hatch

* Properly consume HCl and round pH value to 2 digits

* Write ph adjustment unit tooltip

* Tooltip nitpicking

* Try to fix some structurelib hints

* More trying to fix hints

* Add industrial strength concrete casing block

* Add water loop sound to the game

* Document random initial pH in tooltip

* Add glass material base

* Fix spotless formatting in Textures docs because I cannot take it anymore

* Add glass texture

* Try adding transparent glass

* Transparent glass working

* Create pH resistant glass and update pH structure to use it

* Create full structure for main purification plant

* Create custom water purification casing block

* Properly balance ferrous wastewater reprocessing and reduce input by a factor 10

* Add pH factor to NEI tooltip and fix coagulator structure

* Structure tooltip for Purification Plant base

* Add GT_Block_Glass2 and properly set maxMeta

* Add Tinted Industrial Glass blocks

* Fix BlockCasing9 not showing custom tooltip

* Register tinted glass as EV glass

* Add sterile water plant casing and revert tooltip change

* Mention required water in sifter tooltip

* Add more textures and casings

* Add more textures, sounds and add structure info for pH adjustment

* Rename sifter unit to clarifier

* Rename coagulation unit to flocculation unit

* Add activated carbon line

* Fix unintended activated carbon recipe

* Add activated carbon filter

* Add polyaluminium chloride + solution

* Add new custom textures by @BlueHero233

* Wip recipe page with new background for flocculation

* Fix flocculation background image mostly

* Finally aligned the slots

* angery mumbles

* Finish flocculation recipe page

* All the recipe pages!

* Add new reworked textures

* Fix ph adjustment being t3 instead of t4

* Fix invisible casing

* apply chembalance to polyaluminium chloride properly

* Fix ferrous wastewater -&gt; flocculation waste liquid

* Move flocculation to grade 3

* create ozonation unit with placeholder blocks

* add new blocks for ozonation with placeholder textures

* Add water to ozonation structure

* Create ozone gas material

* Add ozone recipe

* Add textures for ozone unit

* Add sound loop for ozonation

* fix

* implement ozonation mechanics

* Finalize ozonation tooltip

* Create dummy plasma heater multi

* Update textures for plasma heater

* Add grade 5 recipemap

* Add hatches to plasma heater multi

* Add basic plasma heating unit variables

* Implement plasma heating unit mechanics

* Add plasma heater tooltip

* Add structure info to plasma heater tooltip

* fix ozonation tooltip, add frontend

* Fix positioning on ozonation tooltip and fix plasma heater crash

* Add UV treatment MTE and structure without textures

* Revert accidental addition of debug dependencies

* Add initial version of uv unit textures

* update naquadria casing, add water color gradient

* Some minor cleanup and added docs

* Create lens housing bus

* Add lens bus to UV treatment unit

* Add lens indicator hatch

* Merge GT_MetaGeneratedItem_03.java

* Add lens indicator hatch

* Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe

* Implement lens swapping mechanic

* Clean up first lens swap

* Fix uv recipemap lang and move lens cycle to recipe

* Write uv treatment tooltip

* Add sounds for uv and plasma steps

* Create empty degasifier class

* Create temporary debug structure for degasifier

* set temp casing index for degasifier

* create degasifier control hatch

* create slightly less temporary but still temporary structure for degasifier

* Start impl of degasifier

* fix fluid consumption and nbt loading of degasifier

* Degasifier implementation should work now

* Rename and reformat some things and start work on degasser tooltiop

* give last bit much lower chance of being on to avoid cheesing

* Finish degasifier tooltip

* Integrate some deleno lore

* hopefully fix all moved casing meta ids after merge

* Create finalized degasser structure

* Integrate more deleno lore

* Add even more lore

* Create placeholder particle catalysts and fetch particle items from gt++

* Fix wrong casing and recipemap localization

* Create parallel config menu

* refactor purification recipecheck slightly

* implement parallel amount on water i/o and power

* add tooltip info about parallel config

* fix text

* update block names in structure tooltips

* create structure tooltip for degasser

* create textureless quark catalyst items

* add the purple glass

* fix lore typos

* fix some casing indices

* remove concrete floor from water plant and reword tooltip

* fix main plant structure and add placeholder structure for t8 step

* fix structurecheck for main plant and add random catalyst generation for t8

* implement basic mechanics for particle extractor (wip)

* Create plasma heater frontend

* implement final mechanics and bugfixes for particle extractor

* add recipes for re-aligning quark catalysts

* add simple recipes for catalyst alignment

* initial replacement of purified water in engraver recipes

* add purified water to all wafer cutting recipes

* fix purified water amounts

* buff quark cyclotron recipe again

* extract t8 unit casings into their own icons

* Write initial tooltip for t8 module

* add purified water to mask recipes

* Add recipe comparator to show low tier purified water recipes first

* add min casing check to waterline multis

* buff ozone production

* update t8 structure

* make purified water optional again for naq wafers

* Fix blockrenderer for purification plant

* fix nei previews

* fix nei

* really fix nei this time

* add t8 lore

* fix hatch recipe locking blocking automation on some steps

* try to solve weirdness with grade 3 recipe

* fix issues with recipecheck

* fix missing null check

* make ph sensor use a strict inequality check

* fix min casings on t5

* significantly nerf purified water usage for beamline masks

* disable void protection for waterline

* small adjustments to t6 unit

* more small adjustments to t6 unit to prevent easy automation cheese

* fix degasser redstone output and missing return statement

* remove water QFT catalyst recipes

---------

Co-authored-by: Tianyou Mei &lt;meitianyou94@gmail.com&gt;
Co-authored-by: OlliedeLeeuw &lt;ollie.riemersma@xs4all.nl&gt;
Co-authored-by: Ollie_de_Leeuw &lt;154506304+OlliedeLeeuw@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Beamline Balancing and Fix (#2749)</title>
<updated>2024-07-22T12:02:54+00:00</updated>
<author>
<name>Elisis</name>
<email>gtandemmodding@gmail.com</email>
</author>
<published>2024-07-22T12:02:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=e9c78bd3c57a0a499132de892a94fb6d7fffb32e'/>
<id>e9c78bd3c57a0a499132de892a94fb6d7fffb32e</id>
<content type='text'>
* Fix weird t2 antenna issue and partly the electron scaling issue

* Decrease LINAC energy scaling but increase max possible energy

* Improve antenna tier scaling, make input-output energy curve more shallow at lower input energies

* Spotless apply for branch beamline-fixes-1 for #2749 (#2750)

spotlessApply

Co-authored-by: GitHub GTNH Actions &lt;&gt;

---------

Co-authored-by: github-actions[bot] &lt;41898282+github-actions[bot]@users.noreply.github.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Fix weird t2 antenna issue and partly the electron scaling issue

* Decrease LINAC energy scaling but increase max possible energy

* Improve antenna tier scaling, make input-output energy curve more shallow at lower input energies

* Spotless apply for branch beamline-fixes-1 for #2749 (#2750)

spotlessApply

Co-authored-by: GitHub GTNH Actions &lt;&gt;

---------

Co-authored-by: github-actions[bot] &lt;41898282+github-actions[bot]@users.noreply.github.com&gt;</pre>
</div>
</content>
</entry>
</feed>
