| Age | Commit message (Collapse) | Author |
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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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Former-commit-id: a98e3a13482d32b80654264ad3a39adb5abdf1a9
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Elemental Duplicator.
Removed a whole heap of pointless Reactor Planner files/functions.
Hide some of the modes in the Computer Cube.
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Fixed PSS GUI suffering integer overflows.
Improve PSS GUI.
Fix Reactor Planner handling components.
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Buff Prospector's Scanner Durability
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is... :)
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- Changed the durability loss per scanned chunk from 100 to 15. This increases the total durability of all non-electric prospector scanners by around 6,666... times.
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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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Molecular Transformer.
Added recipes for Crop Managers, Inventory Managers, Electric Crafting Tables.
Added recipes for Redstone Lamps, Redstone Gauges, Redstone Scales & Redstone Button Panels.
Finished Multi Forge Hammer structure check.
Changed tiering of Energy Crystal down to EV.
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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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Added missing foil recipes.
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Hopefully remove bad plasma related recipes.
Hopefully cleaned up Wire/Cable recipes.
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* add a cover copy/paste tool
* check server side
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Fix Glod's shitty implementation of perfect OC which broke some multis.
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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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4/4 overclocks for IsaMill and FlotationCell
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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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Added more information to Hi-Amp xformers.
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More work on Computer Cube GUI.
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into New-Multis-2
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