Age | Commit message (Collapse) | Author |
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$ Fixed a Byte to Int conversion.
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$ Reverted Utils.java (Fixes ArrayList<ArrayList> cannot be converted to List<Object>)
$ Fixed use of generics in MultiPickaxeBase.java.
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+ Added the Alkalus Disk.
$ Fixed Frame Box Assembler Recipes.
$ Fixed Missing 7Li material.
$ Fixed Tiered Tanks not showing their capacity in the tooltip.
$ Fixed tooltips for alloys containing Bronze or Steel.
$ Fixed Clay Pipe Extruder Recipes.
- Removed a handful of Plasma cells for misc. materials.
% Changed the Industrial Coke Oven's tooltip, to better describe the input/output requirements.
% Cleaned up The Entire Project.
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was created for the purpose of isolation. Much better than just adding some if checks to ClientProxy.java
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enchantments. Thanks to Kate_CW for reminding me to re-add this feature in a working state :D
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$ Fixed GT:NH compatibility not working.
% Tweaked Fluorite drop function.
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commit. #58
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@Dream-Master.
This should resolve #58 for you mate.
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% Disabled Fluid Tanks above IV tier when GT:NH is loaded.
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+ Added a boolean to check if DreamCraft is installed (Which will only ever be true if you're playing GT:NH).
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% Tweaked items generated for materials due to states.
% Tweaked tooltips of cells, now they are cleaner.
% Changed max progress time of LFTR to be 500x what it was.
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% Changed handling of Fluid generation for materials to now use MaterialState, instead of always being a molten metal.
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$ Fixed the LFTR not using fuels properly.
$ Fixed how LFTR sparging works, it now uses fluids/gases properly.
% Updated the LFTR Tooltip.
% Updated the FFPP Tooltip.
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(Should Fix #57).
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to corrupt.
% LFTR & FFPP work.
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- Removed some debug logging from Fish Traps.
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with the same name from another library. (Why the fuck would you do that Eclipse? You piece of shit).
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TileEntity. (Still doesn't properly save data, no idea why. I hate NBT.)
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$ Fish Traps no longer work if they have more than 4 others directly beside them. (Fixes an issue where a FishTrap out of water with 4-6 other traps around it would still work).
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$ Fixed an issue where an NPE would crash the game when adding loot.
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insert items into it anymore.
% Made the tickrate of FishTraps variable based on the amount of water that surrounds them.
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+ Added Double Clay Plates.
+ Added the TileEntity for a Fish Trap.
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get removed).
+ Added a function to generate Plasma.
- Removed Bedrockium generation.
$ Fixed the chemical symbol for Thallium.
$ Fixed an issue where a String in ClientProxy.java was being set server side.
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$ Fixed an issue where materials would default to Plasma, instead of a molten metal/gas.
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+ Added PU-238 to item generation, also left some notes for LFTR byproducts.
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% Further defined the generation method for radioactive materials, making plates a boolean switch.
- Removed the booze segment of Growthcraft for the moment.
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> Still have to add colouring, durability and radioactivity.
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Sparged with a particular gas.
+ Added many more elements to my ELEMENT.java. (Incomplete for the moment, still working on it.)
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+ Wrote up some really bad version parsing code, will replace with a Regex function later.
% Changed Growthcraft FishTrap handling to support newer versions.
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% Changed handling of Wrench interfaces for the Workbench.
- Removed classes I borrowed from MFR. (useless)
- Removed Psychedelicraft support. (useless)
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% Changed Bonemeal effect and playing handling it within the Tree Farmer, different grade fertilisers produce different growth rates.
$ Fixed the issue where the Tree Farmer got stuck during it's ticking cycle.
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% Broke something, now the Tree Farmer isn't working. Hard to debug without internet as my logging is interrupted constantly by other mods complaining.
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eventually also do block breaks too).
+ Added handling of the block break particles.
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debug them easily without TOTAL DEBUG mode.
+ Added support for the TreeFarmer to use Saws/Buzzsaws to cut things. They are now required.
+ Added a GUI for the Tree Farmer.
+ Added a custom slot class just for Buzzsaw and Saw items.
% Tweaked power handling for findLogs() in the Tree Farmer class, it wasn't checking the internal power buffer.
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