Age | Commit message (Collapse) | Author |
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$ Fixed a creative tab icon not rendering properly
+ Added the latest recommended build
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% Changed a few things internally
? Maybe fixed the mcmod.info file
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+Added in a new Bee Frame - The Mutagenic Frame.
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%Improved Growthcraft Booze handling
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being in its own.
%Renamed intermod package to xmod.
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Should fix a few other fluid issues now with the new getFluidStack() method.
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$Fixed TF Recipes for GT Machines.
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All fluids should now have valid textures or textures missing within the <MiscUtils> domain.
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+Custom Jack Daniels Brewing Recipes for Growthcraft and Psychedelicraft.
$Fixed a weird texture overwrite (Electric Blast Furnace & Large Bronze Boiler)
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+First attempt at adding an Alveary block for Forestry
As always, Used authors code to implement it the cleanest way possible. (Sorry if you don't like it, but feel free to offer PR's with better solutions)
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+Added Blazing Pyrotheum
+Added Gelid Cryotheum
+Added Blizz Rods
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Didn't bump version, please redownload.
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+Added Version log on startup.
+Bumped Build version and the latest release is available.
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+Added A complete set of Machine components up to MAX voltage along with recipes.
+Started Initial work on multiblock items (Similar to the turbine rotor needed in Large turbines)
+Added better support for future recipe additions.
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+Added LuV -> Max Voltage Machine components.
+Added Rocket Engines, High tier diesel generators.
+Added new textures for everything.
+Added BedLocator_Base.java - Debug item for testing and NBT data storage.
+Added Machine_Charger.java - Another Debug machine for testing NBT value manipulation.
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Does it ever end?
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~Just trying to clean up the entire codebase for future projects.
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~Recipe Handler now works in two segments, loading recipes as normal during Init and then from a queue during postInit.
~Queue should be populated throughout the mods init/preInit phases, so that they're not removed during recipe removal.
~Made more changes to the NFHG, not sure if I broke it more or not.. but it works, kinda.
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Also did some more refactoring beforehand.
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~Tried some code clean-up on the Helium generator.
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~Cleaned up a handful of classes (ModItems.java, RECIPES_Machines.java, Utils.java & UtilsItems.java)
+Added a handful of DEBUG classes (To resolve multiblock shaping issues)
+Added GregtechMetaTileEntityIndustrialPlatePress.java
+Added textures for itemStickyRubber, itemIngotBatteryAlloy & itemPlateBatteryAlloy.
+Added a basic wrapper for direct MineTweaker script usage (Ultra W.I.P.)
>This will probably be changed to preload .zs scripts, regex and handle appropriately, but undecided.
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+Going to create a new one though.
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+Rewrote portions of the HG from scratch
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+Reformatted Item Generation
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+New Coke Oven GUI
+Changed casings internally.
+3 Coke Oven Recipes.
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Swapped textures.
Removing uptime from the next commit forward. (Think it causes weird issues, due to bad code merging)
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this as a rollback point/changelog.
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RA wasn't being assigned an instance of GregtechRecipeAdder, which is now fixed in CORE
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RECIPES_GREGTECH.java
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SteamCondenser doesn't show it's tickTime in GUI anymore.
Added compat for some IC2 cables and TC/FB shards.
Added compat for CompactWindmills.
Implemented compat handler for OreDicting/Recipe handling
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warrant it.
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