Age | Commit message (Collapse) | Author |
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> Much neat, very nices.
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dirty default.
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+ LFTR is now registered on startup for internal testing, expect results soon.
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create UU-A on the fly, for a reduced cost.
+ Much Logging, many reads.
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- Stopped tracking pointless changes to .classpath
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Things I fixed during my workspace clone.
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UUIDs.
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> It just needs to pipe internal tank to the output hatch when it has fluid inside it.
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+ Added some basic armour/sword textures for future use.
+ Added the base framework for a random loot system.
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+ Added many more config options.
$ Fixed workbench crash, third time lucky.
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$ Fixed some recipes in the Blast Smelter that only required circuits.
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> Goodbye old material system, I will not miss you.
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^ Bumped mod version to v1.4.9-release
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% Will re-use dual fluid generator code later.
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+ More work on the Maceration Stack recipe handling, to duplicate to other machines when complete.
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$ Fixed the Alloy Blast Furnace doing the wrong things when processing recipes. (Recipes just for circuits to molten metal)
% Refactored a heap of Textures.
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generate in a proper fashion.
$ Fixed the Alloy Blast Furnace using the wrong recipe map and not outputting fluids.
% Separated GT Material and my Material recipe generation for the Blast Alloy Smelter.
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% PMD updated Material, MaterialStack and ELEMENT.
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> Inadvertently this refactored things in other classes.
% Changed the Blast Smelter Casing Block textures.
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+ Added Fluid Extractor recipes for Nuggets, small, tiny and normal Dusts.
+ Added Fluid Solidifier recipe for molten fluids to ingots. (Must add one for each material component)
% Changed internal logic of the Blast Smelter, it now constructs and has the correct textures.
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fix Hastelloy X/W.
+ Added Blast smelter recipes for all Standard gt smelting and alloying with a [size] circuit. 8 inputs, 8 different circuits. 9 input dusts obvious does not need one.
% Shuffled the order of the Materials and a few things in ModItems. (This should fix some recipes due to load orders being wrong)
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% Changed up the Alloys a bit to make them more unique.
% Tweaked Chemical Formula handling, now it brackets compounds and crashes less.
% Made mixer recipes generate for materials with 4 or less input stacks.
% Got every material except 3 working within the Blast Smelter. (Hastelloy X & W, Zirconium Carbide)
+ Added Helium Blobs to dustHydrogen oreDict name.
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molten fluids)
+ Added most recipes for my alloys to the Blast Smelter. (overlaps which will need to be adjusted again. (Zeron, Hastelloy X/W, MS 300/350))
% Rewrote the fluid system again.
> Cell textures are a WIP, Ugly, but will be changed before v1.5.0
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+ Tried adding shapeless dust recipes for all of my alloys. (The shapeless recipe system is dumb)
+ Added a custom GUI for NEI recipes for the Blast Smelter.
% Refactored some Utils classes.
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+ Added Grisium.
% Tweaked the MultiPickaxes.
% Did some more work on the Blast Smelter controller.
$ Finished work on the Blast Smelter Recipe generation (It's not unique enough yet, apparently)
> After numerous re-write attempts at this all morning, the issue remains that recipes overlap.
> Recipe output logging for this is still enabled, but it currently only does Osmiridium for a test run.
- Removed some useless classes.
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% Renamed lots of classes.
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server/client versions, all with various constructors. (World/String/UUID) - Closes #31
% Moved a heap of Code to separate Utils classes.
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> Recipe Cost/Time is now based on Mass, except Potin. Being extremely dense, it gets a discount as it's early game tier. Potin uses 1/4 eu.
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$ Fixed Ring recipes using a Wrench instead of a Hard hammer.
% Adjusted some Alloy compositions, however, this has caused some overlaps which will need to be adjusted again. (Zeron, Hastelloy X/W, MS 300/350)
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+ Added Subscript integers to Chemical Formulas.
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improvements, but the figures and compound should be correct.
☼ Broke Mixer recipes.
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+ Added a check for Growthcraft versioning, newer versions past 2.3.1 will not have extra support loaded.
+ Improved Chemical Compound tooltip generation on dusts.
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generation isn't important because recipe generation now happens after, not during item creation.
% Most Generated Item classes are now < 10 lines.
> This should slightly improve the startup time by 10-15 seconds, maybe more, maybe less.
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+ Added Chemical Compounds to Dust stacks, so you know how to make/use them.
+ As an idea, added Deci and Centi dusts, each representing .10 and point .01 of a full dust. (Probably will remove these, or use them for unique crafting options)
% Moved Radiation data to Material class.
% Created a BaseItemComponent and made all machine components except ingots/dusts utilise it. (Saves boiler-plating 30 lines per class and also it's using OOP for it's real job)
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