Age | Commit message (Collapse) | Author |
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> Tried adding a fucking mcmod.info again -_-
+ Added latest build!
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+Added in a new Bee Frame - The Mutagenic Frame.
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being in its own.
%Renamed intermod package to xmod.
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+Custom Jack Daniels Brewing Recipes for Growthcraft and Psychedelicraft.
$Fixed a weird texture overwrite (Electric Blast Furnace & Large Bronze Boiler)
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+First attempt at adding an Alveary block for Forestry
As always, Used authors code to implement it the cleanest way possible. (Sorry if you don't like it, but feel free to offer PR's with better solutions)
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+Added Blazing Pyrotheum
+Added Gelid Cryotheum
+Added Blizz Rods
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+Added Version log on startup.
+Bumped Build version and the latest release is available.
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~Recipe Handler now works in two segments, loading recipes as normal during Init and then from a queue during postInit.
~Queue should be populated throughout the mods init/preInit phases, so that they're not removed during recipe removal.
~Made more changes to the NFHG, not sure if I broke it more or not.. but it works, kinda.
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~Cleaned up a handful of classes (ModItems.java, RECIPES_Machines.java, Utils.java & UtilsItems.java)
+Added a handful of DEBUG classes (To resolve multiblock shaping issues)
+Added GregtechMetaTileEntityIndustrialPlatePress.java
+Added textures for itemStickyRubber, itemIngotBatteryAlloy & itemPlateBatteryAlloy.
+Added a basic wrapper for direct MineTweaker script usage (Ultra W.I.P.)
>This will probably be changed to preload .zs scripts, regex and handle appropriately, but undecided.
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this as a rollback point/changelog.
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RA wasn't being assigned an instance of GregtechRecipeAdder, which is now fixed in CORE
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SteamCondenser doesn't show it's tickTime in GUI anymore.
Added compat for some IC2 cables and TC/FB shards.
Added compat for CompactWindmills.
Implemented compat handler for OreDicting/Recipe handling
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I think that's enough until 1.1.x
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Liquid Test 1.
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anti-grief block.
Fixed Buffer Cores, now there is 10 tiers, all with a unique colour and recipe.
Energy Buffers have had their recipes revised, due to new recipes for the cores.
Steam condenser may need tweaking, but for now, I'll let it slide and players test it.
Updated a few graphics too, the Staballoy Axe and Pickaxe, the Buffer Core and the New Hammer Tool all received visual updates.
Compiled build and Dev. build will be up shortly.
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Final commit before new builds.
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Pickaxe.
Optimised the code to check block facement through raytracing. Something to refine later.
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PlayerCache.dat
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Playercache is now Active and caching playerdata, for use in GUIs and other places. ;)
Player Safe Blocks should now be 100% intruder safe.
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Cleaned up a few other things too, which is always good.
This mod will in future versions begin to benefit more and more from using my own compiled version of gregtech as opposed to using V5.8.33 from Blood-asp which was the final release of 5.8.
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snapshop codebase.
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Also tried to add Waila compat. for a few blocks & retextured the Energy Buffers.
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classes.
Time to combine the two, yeah?
Also stripped out a heap of constants and refactored them together.
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Added all Ingots/Plates to OreDict.
Cleaned up some of my logging a little.
More work on the GT Conduits.
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versions of all requires libs.
Also started work on GT-EU EnderIO conduits, adding @Optional annotations where possible and a few other nice things.
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