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path: root/src/Java/gtPlusPlus/xmod/gregtech
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2017-05-07% Tweaked Tree Farmer.Draknyte1
+ Added better support for detecting valid tools. - Removed old Dev/Debug stuff.
2017-04-30% Changed Sieve logging to MACHINE_INFO.Draknyte1
% Updated Industrial Sieve Tooltip, to ease construction.
2017-04-30% moved tree farm logging to the Machine Info output.Draknyte1
> Enable this in the config to see why machines fail.
2017-04-30- Removed some overrides.Draknyte1
2017-04-30$ Fixed dirt not working in the Tree Farmer Frame recipe.Draknyte1
- Removed a touch of old code.
2017-04-30$ Fixed a small issue where the tree farmer would forget it's repair status.Draknyte1
2017-04-30% Changed the display names of HF and HC to support GT changes. Fixes #75Draknyte1
% Swapped two textures around for mysterious blobs.
2017-04-30$ Made the Tree Farmer work to some usable release ready state.Draknyte1
- Temporarily disabled the added witch noises.
2017-04-30$ Fixed a bug where the mold for fluid solidifying plates would get used up.Draknyte1
% Tweaked EU cost of a lot of recipes, using base values of 15/60 instead of 16/64. > This means recipes use 30/120EU instead of 32/128EU, for example.
2017-04-30+ Added Resonant Ender.Draknyte1
$ Fixed COFH Fluids having incorrect textures. $ Fixed the recipe for Clay plates not auto-generating.
2017-04-29+ Added Eglin Steel.Draknyte1
+ Added Recipes for the Industrial Sieve & Casings. % Tweaked Blast Furnace EU cost for all materials.
2017-04-29$ Fixed improper handling of sifter recipes, that would stack bonus chances ↵Draknyte1
each time it ran. > Recipes now gain static bonuses and work as intended.
2017-04-13% Attempted more recipe work on the Industrial Sifter.Draknyte1
% Changed network availability testing to be more robust.
2017-04-09$ Improved the structure handling code of the Industrial Sieve.Draknyte1
% Changed the timeout of network checks.
2017-04-02+ Added a Dev environment Check.Draknyte1
$ Fixed Hellish Fire being invisible. % Changed Hellish Fire's particles. % Changed the use of the Forestry child mod to be the GT++ mod. % Tweaked texture on Industrial Sifter Multiblock.
2017-03-30% Replaced Industrial Sifter air blocks with Sieve Grates.draknyte1
+ Allowed casing blocks to have transparency.
2017-03-30$ Rewrote Industrial Sifter structural code.draknyte1
$ Initial fixes for recipe use code in Industrial Sifter. % Changed Sieve Grate texture to not have transparency.
2017-03-29+ Boosted % based outputs in the Industrial Sifter.draknyte1
2017-03-29+ Added Large Sieve Grates.draknyte1
% Changed structural formation of the industrial sifter, the top layer 3x3 must now be Large Sieve Grates.
2017-03-28+ Added the Multiblock Sifter.draknyte1
2017-03-18re-tiered Tanks a bit for GTNH pack (#66)Martin Robertz
* re-tiered Tanks a bit for GTNH pack * fix recipes * recipes not shown before * Change Tank HV recipes * so this is better
2017-03-05% Test LFTR changes.Draknyte1
2017-03-04$ Fixed extruder recipes for Gears using 8 ingots, now they only require 4.Draknyte1
2017-03-04$ Tweaked Handling of UU-A in the Matter Fabricator.Draknyte1
- Disabled IC2 Scrap and Scrap box usage within the Matter Fabricator.
2017-03-04- Removed some Logging.Draknyte1
2017-03-04$ Fixed Multiblock Output Overflow Logic, thanks to Itszuvalex.Draknyte1
2017-03-04% Changed some spellings/language.Draknyte1
2017-03-04+ New texture for the slow builders ring.Draknyte1
+ 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.
2017-02-28^ Version Bump.draknyte1
$ Fixed GT:NH compatibility not working. % Tweaked Fluorite drop function.
2017-02-27+ Added fluids to mixer recipes, instead of consuming cells.draknyte1
2017-02-26+ Added custom GT:NH recipes for rings for all of my materials, which use ↵draknyte1
two tools.
2017-02-26$ Fixed an issue where lots of materials generated ItemStack outputs of > 64.draknyte1
2017-02-24% Tweaked recipe generation to use 30/120/500 eu/t as opposed to 32/128/512 ↵draknyte1
eu/t to account for cable loss. + Re-enabled shapeless crafting recipes for lower tier alloys, as opposed to enforcing mixer only recipes.
2017-02-24% Tweaked recipes using Huge Pipes.draknyte1
% Disabled Fluid Tanks above IV tier when GT:NH is loaded.
2017-02-22% Tweaked recipe creation for materials due to states.draknyte1
% 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.
2017-02-19$ Fixed the LFTR controller animation not working.Draknyte1
$ 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.
2017-02-19$ Fixed an issue where invalid fluids generated, causing the fluid registry ↵Draknyte1
to corrupt. % LFTR & FFPP work.
2017-02-18+ Additional LFTR work, it's nearly finished.draknyte1
- Removed some debug logging from Fish Traps.
2017-02-15+ Sparging should be mostly complete now, for the LFTR.draknyte1
2017-02-15$ Fixed GT material blast smelter recipes not using GT dusts.draknyte1
+ Added Double Clay Plates. + Added the TileEntity for a Fish Trap.
2017-02-14+ Added Plasma cells for all missing elements. (Adds a few extra, which will ↵draknyte1
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.
2017-02-13% Changed handling of the Blast Smelter recipe generation for Gregtech ↵draknyte1
materials, to be more dynamic. $ This should close #53, I'll make a new build for you @Dream-Master to check out.
2017-02-07+ Set-up initial functions for the LFTR to output random nuclides when ↵draknyte1
Sparged with a particular gas. + Added many more elements to my ELEMENT.java. (Incomplete for the moment, still working on it.)
2017-02-07% Made the first tier of custom IC2 rotors work in water environments.draknyte1
% Rewrote how the LFTR processes it's recipes based on the large Diesel generator. (Better than using the Fusion Reactor as a base.)
2017-02-07+ Added Scanner Info for the LFTR.draknyte1
+ Made LFTR's go BOOOOOOOM when they explode, like nothing you've ever seen before. Be careful.
2017-01-23+ Added a lag breaker to the Tree Farmer, a configurable option in which you ↵Draknyte1
can set max logs cut before taking a break. Prevents lag if you plan to cut Large trees. (Stops it cutting 5k logs in one go, default max is 500). % Changed the Cutting method, so search X/Z, then go up a Y level, not 1-150 Y scanning then moving along. (Allows previous lag breaker to not cut trees in strange angles). % Tweaked the Clean-up method, so that it does not clean up inside the initial area, also creates 'trash' block break effects. % Re-enabled Clean-up being called every 60s from postTick(). % Tried adding debug code into the Clean-up method to figure out what area it's tidying. (Pumpkins/Melons/BookCases).
2017-01-23+ Added a volatile XSTR variable to CORE.javaDraknyte1
% 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.
2017-01-23+ Added ability for the power storage method in the Tree Farmer to recheck ↵Draknyte1
for the amount of energy hatches every 10 attempts it fails to add energy from one. % Changed around calls to fertiliser check.
2017-01-22+ Added fertiliser use.Draknyte1
% Broke something, now the Tree Farmer isn't working. Hard to debug without internet as my logging is interrupted constantly by other mods complaining.
2017-01-22+ Added some methods to the Tree Farmer for fertiliser use.Draknyte1