Age | Commit message (Collapse) | Author |
|
* Initial commit
* Graviton Modulation Casings
* It forms
* testing cursed things, will rework soon
* test better recipe check
* get rid of cursed stuff
* fix OC
* parameter shenanigans
* fuel input hatch
* redo fuel drain
* fluid output
* add blocks
* run on preload
* dependency bump
* preliminary structure works
* fix some misc things
* New class
* Fix build issue
* 1 hatch
* Cleaning up code with seperate class for structure string
* start on modules
* Spotless + Smelting Module Class + BaseModule Changes
* Remove useless import
* ...
* protected
* trying module things
* add checkRecipe, remove some redundant stuff
* Initial commit
* Graviton Modulation Casings
* It forms
* testing cursed things, will rework soon
* test better recipe check
* get rid of cursed stuff
* fix OC
* parameter shenanigans
* fuel input hatch
* redo fuel drain
* fluid output
* add blocks
* run on preload
* preliminary structure works
* fix some misc things
* New class
* 1 hatch
* start on modules
* Fix build issue
* Cleaning up code with seperate class for structure string
* Spotless + Smelting Module Class + BaseModule Changes
* Remove useless import
* protected
* trying module things
* add checkRecipe, remove some redundant stuff
* ...
* New Classes + Modules
* Recipe Maps
* fix deps
* recipe map fixes
* make modules connect
* spotless
* remove recipe functionality + misc cleanup
* parallel parameter
* remove unneeded check
* fix item to fluid conversion + remove parameter
* outputs appear now
* remove parallel param
* improve scanner info
* parameter adjustment + add onRemoval
* parameter followup
* plasma module (almost) fully works
* attempt at fixing param
* Fixes & stuff
* Recommendation fixes
* tooltip upgrade
* Spotless for clean
* plasma recipe map
* recipe adder
* first recipes
* use new recipe map
* Recipe map change stuff
* recipe map fixes
* some quick fixes
* Spotless
* fix null checks
* batch size
* add input separation
* add batch mode parameter and functionality
* spotless
* first recipe addition loops
* start on ui (add button)
* spotless
* add rendering block
* render tile
* more rendering
* summon render block
* spotless again
* greyscale
* lighter
* why is rendering a pain
* fix merge conflicts
* is this the conflict?
* spotless
* merge conflict again :pensib:
* start on upgrade gui
* more upgrade gui things
* saving
* resolve merge conflicts & crashes
* redo added blocks + add new ones + some tooltip stuff
* more tooltip stuff
* one more casing
* forgot this
* redo module processing logic
* migrate to wirelessNetworkManager
* quark gluon -> exotic
* forgot achievements
* adjust plasma module recipemap to prepare for upgrades
* migrate to nice mui gui
* some more plasma recipemap changes
* eve more plasma recipemap changes, yay
* everyone loves plasma recipemap changes
* they never end, do they
* exotic module recipes (wip)
* exotic module recipe processing (mostly works)
* prevent duplicate materials
* make input sizes random
* fix gt++ material conversions
* nbt data things
* start on magmatter mode + misc stuff
* more magmatter work
* no need for putIfAbsent + added awdr and runite
* load recipemap from nbt
* getFluidsStored -> inputFluids
* add upgrades and make them scrollable
* assign window colors to upgrades
* green background
* green background
* redo upgrade IDs and add boolean array for storing whether they are active
* implement system to restrict the order which upgrades can be bought in
* add split functionality
* switch to constants
* reset button tooltip + change texture of upgrade if active
* some cleanup + new fuel config
* button BGs, altered power switch + localisation
* fuel config window + save everything to nbt + random stuff
* new helper class + fuel calculations
* heat calculations + some molten module logic adjustments
* more calculations, fuel hatch removal, transfer values to modules, internal fuel battery
* use values in module processing
* switch to UUID
* switch to numericWidget
* fix speedbonus being infinite sometimes
* move method over to godforgeMath + very minor exotic module changes
* remove this so it actually loads
* new texture
* switch to processInitialSettings
* remove wireless energy things
* add furnace mode
* mode localisation
* remove author tag
* scala bad (switch away from scala arrays)
* nuke all star imports (& godforge recipemap)
* minor wording changes
* add mod checks
* mod check
* revert star textures
* return widget
* dont return object types
* forgot I even enabled debug, whoops
* remove unnecessary GL11 calls
---------
Co-authored-by: TheEpicGamer274 <102255081+TheEpicGamer274@users.noreply.github.com>
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
|
|
fix
|
|
(#2529)
fix
|
|
* add recipes
* remove umv speed bonus
|
|
|
|
|
|
remove assembler recipe for ic2 coal ball
|
|
|
|
* ShutDownReason setup
* implement
* fix machine not turn on
|
|
Free casings for normal work
|
|
* update
(cherry picked from commit 8991894b7892136585913aaab50f0e5f005f6756)
* make it compatible with new GT version
(cherry picked from commit 14dc7f0faec66426378e01ce591216fd1e1c5d46)
* Spotless apply for branch dev for #846 (#847)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
|
|
|
|
|
|
|
|
* bs + deps
* Radio Hatch
* LESU
* spotless
* deps
|
|
align fish recipes with GT
|
|
|
|
* Replaces one instance where a dynamic text field is being communicated
between server and client with a purely client-side method. In some
cases this allows the client to do localization on these texts
correctly. (See https://github.com/GTNewHorizons/ModularUI/pull/69.)
This is a part of the series of PRs implementing new ModularUI features,
however this mod does not use any numeric text fields or similar, and
thus no other changes are needed.
|
|
* Use NumericWidget.
* bs+d
* Localized number formats.
* deps
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* Maybe thread safe
* While we're at it, let's reduce allocations by a few orders of magnitude. ~1gb -> 1mb in testing for similar time periods.
* use return value of add() again
* That's apparently not available on the server side
* Spotless apply for branch maybe-thread-safe for #2523 (#2524)
spotlessApply
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
|
|
Former-commit-id: cec96a35478122f0404d7f4077757ced0d8abc40
|
|
* fix mega dt structure
* fix copypaste error
* fix copypaste error again
Former-commit-id: 0aa8a95b61676ede1433ce359aecf00c2aec1e45
|
|
|
|
|
|
fix
|
|
|
|
|
|
|
|
Add cable info to waila
|
|
* add SC steam to tooltip
* typo
|
|
* Fix recipe check
* review
|
|
* self-adaption GUI height
* Fix crash on dedicated server
|
|
Former-commit-id: 6a8f8f6643a36e5ed5a01854f5a3a92c68731512
|
|
|
|
changed check to 10 ticks from 10 seconds to fix power failing on server starting.
|
|
Former-commit-id: 083c770cc44b7919f00e95f6c5909bdc0b5adfe3
|
|
* fix
* add comments
Former-commit-id: dca4780ded78419d4c742b320f3efbd8efebc96c
|
|
|
|
* chemiplant frontend
* fix missing coke oven recipe
* new cell-less recipes
* fix conflict hydrogen freezing recipe
* fix missing ethylbenzene-to-fuel recipes
|
|
tools. (#839)
* TGS logic rework and new outputs
* TGS logic rework and new outputs
* NEI frontend.
* NEI frontend part 2
* Recover saws from controller slot to input bus.
* Added documentation and removed unused stuff.
* Recipes for non-Forestry trees.
* Updated tooltip.
* Better handling of saws in controller slot from previous versions + grafter support.
* Added Forestry and Extra Trees trees registration and processing.
* BS + deps.
* Disable ME stocking bus to fix an exploit.
* Fixes based on feedback.
---------
Co-authored-by: Martin Robertz <dream-master@gmx.net>
|
|
* Let remainingFlow become 125% of realOptFlow, rather than raw optimal flow.
This can fix the inconsistance between optimal flow in tooltip and that in turbine.
* criteria should be totalFlow != realOptFlow in HP Steam and Steam turbine
* fluidIntoPower should be long type, because ichorium huge turbine can generate power greater than Integer.MAX_VALUE on SC Turbine.
* Final change.
* 1 -> 1L
* revert the accidentally refactor in Plasma turbine
---------
Co-authored-by: yiteng.liu <yiteng.liu@11bee.com>
|
|
|
|
* Add locale code support for lang manager
* Deprecate a method with aWriteIntoLangFile
|