Age | Commit message (Collapse) | Author |
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- Removed some logging.
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the same way the Large Chemical Reactor does.
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required at a minimum and that a muffler is also required.
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onLoadComplete() to ensure it's called after all mods are initialized.
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$ Fixed missing tooltips for UV/MAX PSS Batteries.
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> Frames by bartimaeusnek
+ Added some frames
+ Added recipes for frames
+ Added localisation for frames (US-EN, DE-DE)
$ Fixed Useless Frame
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non-per-bus version.
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Renamed cells to the voltage tiers
Added textures for new cells, adjusted existing textures. Texture
colors are vaguely similar to pump/robot arm colors
Legacy power stations will have 1.8 billion EU storage
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+ Added registration and loader for Amazon Warehouse.
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Machine now allows variable height with 2-16 layers of cells
(configurable via CELL_HEIGHT_MIN/MAX constants).
Machine now affords more cell types for its interior (as detected in
`getCellTier()`). Three more tiers of cells are added.
Machine now computes energy storage from the number and type of cells
in its interior. Base energy storage drastically reduced. Energy
storage is now computed using a base value for the lowest tier of cells
along with a tier multiplier.
If the machine fails to form, stored energy is conserved. When the
machine successfully forms, any energy above the storage capacity is
deleted.
Machine fails to form if not all cells are identical, or if
dynamo/energy hatches are above the cells' tier.
TODO: Add more tiers of energy cells, add crafting recipes for all new
energy cells, rename and retexture cells to match tier and/or recipe,
maybe adjust energy storage values.
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% Tweaks to the Exotic Seed Module.
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+ Added A Texture for the EFM.
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+ Base work for Exotic Farmer Module added.
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% Fixed tooltip for Industrial Wash Plant.
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all pre-existing EBF recipes.
$ Rewrote ABS recipe handler to support temps within the recipes. This will allow coil upgrades like the EBF for higher tier smelting.
$ Fix Polonium Material trying to access ELEMENT.java instance before it's created.
+ Added ItemStackData.java, which allows storing ItemStacks for easy retrieval.
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Elements class.
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$ .08 Compat.
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$ Improved handling of Mixer Recipes for alloys.
$ Fixed Rainforest Oak not being craftable into planks.
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+ Added particles to the Mining Pipe and Mining Head blocks.
+ Added a casing block for the BRMPs.
% Made Custom GT Pipes/Wires load prior to the GT Machines.
$ Fixed the Industrial Extruder tooltip, incorrectly stating the Muffler was required at the rear. Tooltip now states the Maint. Hatch is required at the rear.
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% Minor BRMP tweaks for casings and frames.
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+ Added Cryotheum and Pyrotheum requirements to the BRMP.
$ More Fixes to Pipe handling within the BRMP.
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$ Fixed Aspect additions not being added to items.
$ More work on the Bedrock Miner.
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+ Added 5 custom TC Aspects.
$ Fixing Buggy name of Mini-Fusion Reactor.
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+ Added a Player Tick Handler.
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+ Added Radium items to en_US.lang.
% Base work on tickCounting for Tickable items in containers.
$ Small Mass Fabricator fix.
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$ Fixed inverted EIO tooltip logic.
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$ Stopped old Iron Bar recipes being added in GTNH.
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$ Fixed Recipe for the Shaft Extruder shape, which now requires Dark Steel, instead of Dark Iron.
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$ Fixed Spelling issue on throwable potion.
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Rewrite Power Substation's running logic
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Implement logic in `onRunningTick` instead of `onPostTick`, allowing
the base maintenance/repair logic to take effect.
Rewrite hatch draining/filling to consider the station's available
energy and the hatch's capacity and throughput, including its amperage.
Energy hatches now correctly supply 2A to the station, and multi-amp
dynamos output the proper number of amps.
Rewrite running costs to consider the actual average voltage instead of
the voltage tier, and increase running costs according to maintenance
problems. Running cost % is now configurable via a constant ENERGY_TAX,
currently 2%. Running costs deliberately ignore hatch amperage to make
multi-amp hatches more appealing.
Also clear the dynamo hatch lists on each machine check to prevent them
filling up with duplicate hatches.
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