Age | Commit message (Collapse) | Author |
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* initial work on facade covers
* fix colorMultiplier
also removed derp
* Clean up drop cover texture reset code
What was I thinking actually? Send a packet to reset client states?
* Fix cover display stack
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- some cleanup
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- Changed the Charcoal fluid extraction recipe to run 4x faster, but take roughly the same amount of power;
- Changed the outputs of the Wood Tar distillation to give slightly more useful outputs (Benzene, Toluene, Phenol) and less waste (Creosote, Dimethylbenzene until IV).
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- Buffed the Oil Cracker to consume less hydrogen than the LCR when hydro-cracking, and to output even more cracked fluid when steam-cracking. These buffs should make it worth to build right away compared to an LCR;
- Increased the EU/t reduction from 5% to 10%, but with a limit of 50%, to give more value to early coil upgrades. Since oil setups like this aren't used at late tiers, it's more important to focus on the first tiers of coils;
- Reworked the recipe time/energy cost. All recipes are now HV, matching the tier of the multi, but stay at 240 EU/t and run faster;
Regarding Anti-Knock Agent:
- Buffed the DT recipe to output more Anti-Knock Agent than the equivalent LCR recipe, and also reduced the total energy cost of the recipe. This recipe is part of a cycle between a Mixer and the DT, but the LCR does it it one step with perfect overclocking and without needing the height that the DT requires to do the recipe, which goes against the point of needing to distill to get Anti-Knock Agent.
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* Large Boiler Rebalance
- Changed Large Steel Boiler to output 1000 instead of 600 EU/t.
- Changed Large Titanium Boiler to output 6000 instead of 800 EU/t.
- Changed Large Titanium Boiler to output 6000 instead of 800 EU/t.
- Changed Large Tungstensteel Boiler to output 18750 instead of 1000 EU/t.
- Changed Titanium and Tungstensteel Boilers to output Superheated Steam instead of regular Steam.
- Added an upper bound for the burn value that can be processed by the boilers, in order to prevent an overflow.
- Added a lower bound for the burn value that can be processed by the boilers. This is a placeholder limitation intended to prevent the player from using the improved Titanium and Tungstensteel boilers to generate lots of power from easy solid fuels like Charcoal. A better way to implement this would be to make a whitelist of accepted fuels. The one I had in mind for these boilers was the Super Fuels, both the magic and non-magic ones.
The last two boilers had terrible numbers for their tier. High numbers would allow for charcoal powergen up to IV or LuV, though, so the better boilers should only accept solid fuels that are difficult to make and need a processing chain.
* Fuel Check, Water to Steam and Tooltip Fixes
- Changed the Titanium and Tungstensteel Boilers to only consume the Super Fuels. They are checking for their burn values, which are unique - this is a hotfix, this should be implemented as a whitelist that can be changed in the config file, but I do not know how to do this;
- Changed the code in the tooltips to differentiate between the two types of boilers without copypasting;
- Changed the water consumption when producing Superheated Steam, to maintain the amount of Distilled Water.
* Powergen Rebalance 1
- Changed Titanium Boiler from 6000 to 4000 EU/t;
- Changed Tungstensteel Boiler from 18750 to 16000 EU/t.
* ECE and Fuel Rebalance
- Changed Biodiesel fuel value from 256k to 320k EU;
- Changed Benzene fuel value from 288k to 360k EU;
- Changed Cetane-Boosted Diesel fuel value from 720k to 1M EU;
- Changed High Octane Gasoline fuel value from 1.728M to 2.5M EU;
- Changed the recipe of Biodiesel to CBD to output 900L instead of 750L per 1000L of Biodiesel, to account for the fuel value change;
- Reduced the LOX consumption of the ECE from 320 to 80 L/s. A quad Vacuum Freezer setup, with 3 HV and 1 EV can feed one ECE;
- Small changes to the EU/t of the ECE due to it all being coded with ints in a specific format, where doubles caused several rounding errors. The boosted output amount is very similar to how it was before;
- Added a condition to the LCE to not burn HOG if it does not have Oxygen to boost it, since it generated power without consuming any fuel due to its consumption being smaller than 1 L/t, and therefore rounded down to 0.
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is... :)
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* Large Boiler Rebalance
- Changed Large Steel Boiler to output 1000 instead of 600 EU/t.
- Changed Large Titanium Boiler to output 6000 instead of 800 EU/t.
- Changed Large Titanium Boiler to output 6000 instead of 800 EU/t.
- Changed Large Tungstensteel Boiler to output 18750 instead of 1000 EU/t.
- Changed Titanium and Tungstensteel Boilers to output Superheated Steam instead of regular Steam.
- Added an upper bound for the burn value that can be processed by the boilers, in order to prevent an overflow.
- Added a lower bound for the burn value that can be processed by the boilers. This is a placeholder limitation intended to prevent the player from using the improved Titanium and Tungstensteel boilers to generate lots of power from easy solid fuels like Charcoal. A better way to implement this would be to make a whitelist of accepted fuels. The one I had in mind for these boilers was the Super Fuels, both the magic and non-magic ones.
The last two boilers had terrible numbers for their tier. High numbers would allow for charcoal powergen up to IV or LuV, though, so the better boilers should only accept solid fuels that are difficult to make and need a processing chain.
* Fuel Check, Water to Steam and Tooltip Fixes
- Changed the Titanium and Tungstensteel Boilers to only consume the Super Fuels. They are checking for their burn values, which are unique - this is a hotfix, this should be implemented as a whitelist that can be changed in the config file, but I do not know how to do this;
- Changed the code in the tooltips to differentiate between the two types of boilers without copypasting;
- Changed the water consumption when producing Superheated Steam, to maintain the amount of Distilled Water.
* Powergen Rebalance 1
- Changed Titanium Boiler from 6000 to 4000 EU/t;
- Changed Tungstensteel Boiler from 18750 to 16000 EU/t.
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* Allow toolbox usage for maintenance w/o opening GUI
(Also resolves https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9044)
* make AE dependency optional again
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* add a cover copy/paste tool
* check server side
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* add recipe filter block
* Add tooltip to recipe filter GUI & improve type filter UI interaction
now you can click special slot in type filter UI to directly set the oreprefix based on the stack held on the cursor
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* Allow toolbox usage for maintenance w/o opening GUI
(Also resolves https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9044)
* ME output bus cache refactored
Now the bus will infinitely cache items until you connect it to ME network
(this means that any other (overflow) output buses will never receive anything by default)
This behaviour is toggleable by the screwdriver.
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Assline DataHatch anywhere, output bus anywhere
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* + The Miner pipe retracting improvements.
+ The Pump tooltip change (all about retracting).
* back method signature
Co-authored-by: karpov.evgeniy <karpov-em@dartit.ru>
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fix DT structure check
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* Add network support for chanining GT Tile GUIs
* Implemented Cover Tabs for IGregTechTileEntity
See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details
* Added IGuiIcon
For easier addon extensibility of GT_GuiIcon
Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs
* Typo fix
* Fixed unintended scala import
* Tabs -> Spaces on the files I've touched
* Propagate needsSteamVenting to UIs
* Note special slot usage
Determine whether a machine's recipe list ever makes use of the special slot
* Add 2 configurable tooltip verbosity levels
* Readability pass
* New tooltip cache for flexibility
It loads a configurable amount of lines per key
based on the user's chosen verbosity levels
* Let GT_GuiTooltipJava to use verbosity and LSHIFT
* "Smart" auto-hiding tooltips
* GT_GUIContainerMetaTile_Machine tooltip support
* Rework Basic Machine tooltips
* Wordy tooltips -> extended tooltips (clearer)
* Fixed off-by-one error on power slot tooltips
* Cleanup
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this is to combat the problem of TT data bank pushing not updated sticks as ghost item into assline, which then constantly reupdate said sticks. with this change even data sticks in TT data bank will update.
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* Add network support for chanining GT Tile GUIs
* Implemented Cover Tabs for IGregTechTileEntity
See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details
* Added IGuiIcon
For easier addon extensibility of GT_GuiIcon
Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs
* Typo fix
* Fixed unintended scala import
* Tabs -> Spaces on the files I've touched
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- Visible indicator of pollution
- Useful to tell from a distance if it finished processing
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Fix Charcoal Pit Igniter choking on pollution
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Necessary because the pollution per tick is no longer 0.
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Fix ItemFilter GUI broken
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Modify translation numbers for localization
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* Add in game GUI to configure client preference
* Fix backslash
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* update buildscript
* rename circuit assembler to fit
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Fixed the special slot being on the wrong location on the steel alloy smelter png
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* Normalize Fluid Canner fluid handling and looks
- By disabling sharedTank (on this, the only machine that uses the feature) the fluid canner gains a proper output tank.
- Fixes UI interactions with the taking fluids out of the invisible fluit output slot with cells
- Harmonizes UI with the look in NEI and with other basic machines
* Removed unused FluidCannerNEI.png
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* fix item stuck
fix https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9338
* glease's suggestion
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* Updated build script
Also set developmentEnvironmentUserName = Developer
* Added .vscode to .gitignore
* Properly hide unused slots in basic machines
- Adds methods to GT_Recipe_Map to determine whether it contains fluid inputs or outputs
- Adds methods to GT_Slot_Holo to support turning it "off", which also turns off highlighting it on mouse-over
- Uses those changes in GT_GUIContainer_BasicMachine to "turn off" slots unused by a machine
- Some code clarification/deduplication in GT_GUIContainer_BasicMachine
* Hide unused Replicator fluid output slot
* Disallow filling fluid input tank if unused
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* Allow drag and drop from NEI to set output hatch locking
also cleaned up the output hatch networking code
* Add not locked indicator
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* clarify conditional
* keep conditional
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