Age | Commit message (Collapse) | Author |
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Looks good
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: NotAPenguin <michiel.vandeginste@gmail.com>
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* move kekztech to a single root dir
* move detrav to a single root dir
* move gtnh-lanthanides to a single root dir
* move tectech and delete some gross reflection in gt++
* remove more reflection inside gt5u
* delete more reflection in gt++
* fix imports
* move bartworks and bwcrossmod
* fix proxies
* move galactigreg and ggfab
* move gtneioreplugin
* try to fix gt++ bee loader
* apply the rename rules to BW
* apply rename rules to bwcrossmod
* apply rename rules to detrav scanner mod
* apply rename rules to galacticgreg
* apply rename rules to ggfab
* apply rename rules to goodgenerator
* apply rename rules to gtnh-lanthanides
* apply rename rules to gt++
* apply rename rules to kekztech
* apply rename rules to kubatech
* apply rename rules to tectech
* apply rename rules to gt
apply the rename rules to gt
* fix tt import
* fix mui hopefully
* fix coremod except intergalactic
* rename assline recipe class
* fix a class name i stumbled on
* rename StructureUtility to GTStructureUtility to prevent conflict with structurelib
* temporary rename of GTTooltipDataCache to old name
* fix gt client/server proxy names
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* fix wrong offset
* improve item insertion window
* finish upgrade material functionality
* add tooltip to material button
* add rhugnor gear
* half serious upgrade costs (will definitely change)
* fix stocking hatch not working for fuel supply
* add information window
* add heat formula info
* add autobuild hint dot info
* add phonon related items and fluids
* first iteration of glitchy material renderer
* tweak renderer overlay opacity
* add new material
* add phononic seed crystal and six-phased copper block
* add recipes for phonon transfer medium chain
* add solenoid block replacement
* add creon
* decouple smelting module structure
* spotless weirdness
* add most casing recipes and late loading method (for the special singularities)
* add new singularity recipes
* more recipes
* add glow
* generate more dragonblood parts
* add upgrade costs
* fix upgrade tree window scrollable weirdness
* forgor glow texture
* add last upgrade text + a random comma
* re-add phonon medium abs recipe
* add six-phased copper nanite recipe
* fix button overlay being off by 1 pixel
* fix merge mishaps
* forgot to adjust debug buttons
* fix stocking bus fuel insertion and fuel int overflow
* add graviton shard ejection
* minor structure oopsie
* ejection button registration
* ejection button tooltip
* add graviton shard item
* eject the right item + save ejection status to nbt
* fix input bus amount npe
* change rendering block offset
* adapt eoh rendering to allow changing the star's size
* initial rendering changes (make the blue star render)
* change seed crystal recipes
* another small seed crystal change
* adjust item renderer
* add tooltips
* circuit oredict fix
* tooltips, upgrade names, some experimental ui changes and small fixes
* author
* make star bigger
* fix recipes
* remove unnecessary tooltips
* spotless
* recipe adjustments
* make magneto resonatic block craftable
* change magneto resonatic gem autoclave times + spotless
* add structurecheck button to modules
* more recipe adjustments
* fix extra material crash
* more recipe adjustments
* lower eternal singularity amounts
* display recipetimes <1 sec properly
* try to fix hasShiftDown crash
* adjust plasma module recipes
* swap placeholder names
* implement rings disappearing/reappearing for renderer
* utility for structure strings
* buff plasma module parallel
* fix itemlist
* Spotless apply for branch godforge for #2950 (#3013)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
---------
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* wrap MTE ids print into a debug option
* remove EnsureToBeLoadedLast config
* exit early
* spotless apply
* making collision checks optional by default
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Remove redundant inputSeparation=true call
* Remove deprecated MetaTileEntity#isDisplaySecondaryDescription
* Always use ModularUI
* Remove useModularUI
* Remove unused GUI features
* Remove IGlobalWirelessEnergy
* Remove CommonValues.V & CommonValues.VN
* More deprecation cleanup
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Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* remove arrows
* remove arrow classes
* remove arrow usages in ItemList
* less bullshit
* sa
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* remove crates
* Add placeholder oreprefix
To be used in cases where a prefix is removed that isnt at the end of a
list. Causes blank items for existing items
* spotless
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Co-authored-by: Caedis <Caedis@users.noreply.github.com>
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* testing
* Fix textures
* Adding Drops, still need to add furnace recipe
* Need to fix the multiple smelting recipes. otherwise stuff works.
* part 2
* Remove wip block code I added
* Moved it to a new processing file
* Fix Oredict and add a stone dust chance output. And added a config option for fortune bonus.
* Finally got Spotless to work
* fix config system set it in gregtech config with oredropbehaviour in gregtech.cfg
* Added new option and an option that returns it to the old behaviour.
* Moved the raw ores to meta3 since meta1 was full. (MetaID range fix)
* Fixing the MBM to only process small ores with fortune.
* New config option
* try to fix the recipes not working on Zeta
* Implement Caedis Fortune fix
* Added comment
* Spotless
* Fix stone dust amount from macerator
* Adding Raw ore to the OreFactory (Untested)
* spotless
* Update this to actually drop the amount number of stack, instead of the stack set to the amount
* New Random function for fortune
and shapeless crushing recipes for the raw ores.
* Fix
* Actually make the block per dimension.
* Fix an () issue. And make this actually work ingame. and not just randomly.
* Change back drops
Ned to look into Silk Touch more
* Enable Silk Touch
* Wth Spotless?, THIS made you complain?
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* Replace Maps in GT_OreDictUnificator with fastutil implementations with custom hasher
Removes the need to allocate a GT_ItemStack2 every time these Maps are accessed
* Replace local HashMaps with Reference2LongArrayMaps in GT_Recipe and fix if condition
* Remove GT_ItemStack2 usage from OrePrefixes
* Update GTNHLib requirement in @Mod annotation
* Don't modify stack argument when re-trying `setItemStack2DataMap` access with wildcard value
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* Remove isValidMetaTileEntity and filterValidMetaTileEntities
* Remove OUTPUT_FULL
* Remove calclavia oredict
* Remove unused GT_GUIColorOverride constructor
* Remove getItemGridPositions
* Remove unused tool classes
* Remove unused GT_Runnable_Sound constructors
* Remove unused cover constructors
* Remove getBasicOutput()
* Remove unused GT_MetaTileEntity_GasTurbine constructors
* Remove ImplosionCompressorRecipes#addImplosionRecipe
* Remove mOutputItem1 & mOutputItem2
* Remove GT_MetaTileEntity_Miner#moveOneDown & #getFakePlayer
* Remove unused GT_Worldgen_GT_Ore_Layer constructor
* Remove GT_ModReference
* Remove deprecated BaseMetaTileEntity#receiveMetaTileEntityData
* Remove deprecated cover variables
* Remove deprecated GT_CoverBehaviorBase#isCoverPlaceable
* Remove unused variables from GT_MachineRecipeLoader
* Remove #getCalcificationOutput
* Remove IC2_Fuel_Can_Empty and IC2_Fuel_Can_Filled
* Remove deprecated #polluteEnvironment()
* Remove FluidDisplaySlotWidget
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* guard clause technique on GT_ItemIterator
* removing oredict for ars magica 2 items
* removing oredict for mystcraft items
* convert big if ladder into a swtich statement
* enhanced switch
* clean non GTNH compat and identify other compats
* spotlessApply (#2310)
Co-authored-by: GitHub GTNH Actions <>
* more guard clauses
* reordering condition
* removing dead code
* removing optional block
* deprecating mIC2Classic
* spotless apply
* deprecate modloaded variables
* spotlessApply
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* disable gt obsidian long rod
* cleaner code
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* remove redundant suppressions
* prettify commented code
* improve comments
The integer comment contradicted the code, so I deleted it.
* delete commented-out code
* update bitwise int flip from XOR to the dedicated tilda operator
The flip was a 32-bit XOR, which is an int-flip.
That XOR was replaced with an equivalent tilda operator.
* convert a field to inline
This field was used only once, so put it straight to where it is used.
* remove fluid fix since no-one uses Forge version 1355 or earlier
* unwrap switches where fitting
In some places, we suppress IntelliJ's inspection
RedundantLabeledSwitchRuleCodeBlock - we don't want to unwrap some of
the suggested cases because we want to keep the consistency in a
switch statement for the sake of readability.
* fuse "collect" into Stream API
* fix javadocs
* remove unnecessary public modifiers from an interface
Members of an interface are public by default.
* move common parts outside of if
* suppress OverrideOnly warning in a javadoc
* remove unused lock
* suppress warnings about unchecked casts
These warnings require non-trivial fixes that are yet to arrive.
For now, let's suppress them to reduce the warning-bloat.
* remove outdated comment
* remove final modifier from private methods
Because they are private, it is hard to accidentally overwrite them.
Therefore, the final modifier is redundant in this case.
* refactor getIcon
The first 'if' doesn't cover only tMeta == 9 && mConnectedMachineTextures,
therefore the second if can be unrolled.
The last switch is redundant because all tMeta values are covered by
switches, but let's keep SOLID_STEEL as a fallback just in case.
* explain what the casings are and why block casings are split
* suppress switch-to-if suggestion
* remove unnecessary null check
The null is handled in doGenerateItem()
* address redundant local variables
* rename variables in onTick
* suppress warning about accessing static member via instance
* rephrase exception
* rephrase javadoc
* address field-can-be-final warnings
* remove empty methods
* enum cannot inherit, so protected is redundant
* remove redundant throws
* update imports to be not wildcard
* remove unnecessary try-catch
* update for loop
* remove redundant code in order to use the diamond operator
* update instanceof to use pattern variables
* replace blank lines with <p> in javadocs
* fix dangling javadocs
* suppress warning about unreachable methods in javadocs
* remove redundant operation
* add the descriptions of parameters in javadocs
Also fix javadocs along the way.
* relax returned type in javadoc
That was done in order to make the docs reflect the code more often.
Otherwise, people may forget to change the returned type again with
another change.
* make long conversion explicit
Integer multiplication can give a wrong result if one of the parts is
not explicitly cast to long. Let's cast one of the parts where
applicable.
* remove unary plus
* simplify unary minus
* use addAll instead of forEach,add
It was suggested by IntelliJ to replace the iteration with a bulk operation
to improve performance.
* replace .asList with .singletonList for consistency
* simplify toArray calls
Explanation from IntelliJ:
There are two styles to convert a collection to an array:
* A pre-sized array, for example, c.toArray(new String[c.size()])
* An empty array, for example, c.toArray(new String[0])
In older Java versions, using a pre-sized array was recommended, as the
reflection call necessary to create an array of proper size was quite slow.
However, since late updates of OpenJDK 6, this call was intrinsified, making
the performance of the empty array version the same, and sometimes even better,
compared to the pre-sized version. Also, passing a pre-sized array is dangerous
for a concurrent or synchronized collection as a data race is possible between
the size and toArray calls. This may result in extra nulls at the end of the
array if the collection was concurrently shrunk during the operation.
* split StringBuilder append
Explanation by IntelliJ:
Reports String concatenation used as the argument to appends.
Such calls may profitably be turned into chained append calls on the existing
StringBuilder saving the cost of an extra StringBuilder allocation. This
inspection ignores compile-time evaluated String concatenations,
in which case the conversion would only worsen performance.
* annotate overriding methods with @Nonnull where needed
The method that was overridden has @Nonnull so the method that is overriding
should also have @Nonnull.
* remove set adding itself to itself
* remove null check because findField either works or blows up
cpw.mods.fml.relauncher.ReflectionHelper::findField either returns a non-null
value or throws a RuntimeException, so no need to check of null.
* remove slot comparison with tInventory.length
slot max value is 127 when tInventory.length is set to 256, which results in
that the condition is always true and unnecessary.
* remove aOutput2 null check
As GT_Values.NI is null, there is no need to check aOutput2 for null again
* suppress the suggestion to delete tMeta < 13
mConnectedMachineTextures can change, so tMeta range is not guaranteed
* remove aCoverVariable % 3 < 2
the if above already limits the result of % 3 to "2", so the condition
"less than 2" is always false.
* unwrap "if" because bonus is unchanged
Unwrap if because even if the bonus is a variable, it hasn't been changed for
the past 8 years and is unlikely to be changed in the future.
* reformat javadoc
* improve ignoring an exception
Make them either more clear or concise
* fixup fix typo
* update deprecated calls of newInstance()
* remove testing BaseMetaTileEntity
GregTech_API.constructBaseMetaTileEntity() checks the creation by itself,
logging and throwing a runtime error if failed.
* unwrap hatch-fill for do_SolarSalt
To reach this branch, do_coolant needs to be false and we need to still be in
the function, which means that do_SolarSalt was set to true in the previous
top-tier "if".
* remove always-false input-bus checks of MTE PlasmaForge
size() is non-negative, and the values it is compared to are final and 0.
* length and size are non-negative
Therefore, there's no need to check their negativity
* aOutput is guaranteed to be positive
* tThereWasARecipe is always false when reached in its first occurrence
* convert an assert into if
Only tStack 2 is checked for null because if it isn't null then
tStack1 also isn't null based on the "if" above.
Also IntelliJ was sure that tStack is not null for some reason.
On a side note, assertions work only either with a specified flag
or in debug runs. Therefore, it is dangerous to rely on them.
* simplify stone-gravel-cobble if
tBlock != Blocks.stone because of the if at the start of the method.
for the last else-if, tBlock == Blocks.gravel because of the check slightly
above the change.
* interDimensional is always true because of the first if
* convert an example to javadoc
* remove always-false statements
* replace referential string equality with equals
If we compare strings by "==", we compare references to them, which is not
what we usually want. I wasn't sure if String Pool works here, so I played
it save with equals().
* use Automatic Resource Management for AutoCloseable ByteBufOutputStream
* add todo to swap from sleep to event bus
* null is checked by instanceof
* merge switch branches
* add a TODO to use clamp()
* new String declaration is redundant
* use getOrDefault for a map
* replace StringBuilder with concatenation where fitting
Using a StringBuilder to concatenate two string will not make the program
faster or more understandable, so I swapped it to concatenation.
* remove unnecessary continue
* flip if
* remove redundant returns
* unwrap ifs
It's checked at the top "if" that aType == IItemRenderer.ItemRenderType.INVENTORY,
so all aType.equals(IItemRenderer.ItemRenderType.INVENTORY below are always true.
* remove checking all GT VERSIONs except the API one
* remove version check from GT_Mod and delete respective VERSION fields
Aside from GregTech_API.VERSION, these fields are not used anywhere
in the project, so only GregTech_API.VERSION was kept.
The idea and the usage check were done by miozune.
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Non-final enum fields make a global mutable state, which should be used only
when necessary. Let's make the enum fields final where possible.
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* generate nanite
* textures
* recipe
* timepiece instead
* spotlessApply (#1998)
Co-authored-by: GitHub GTNH Actions <>
* add primordial matter
* texture
* add recipe
* primordial matter instead of uum
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* null checks for cables
* actually fix drillhead recycling
* revert old incorrect drill fix
* fix netherstar cables
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* add eternity
* textures
* timepiece
* disable ebf + freezing
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* add catalyst
* pu plasma recipe
* increase plasma mixer input slots
* noOptimize + mixer recipe + voltage fix
* noOptimize + PLE recipe
* TPM recipe
* spotlessApply (#1894)
Co-authored-by: GitHub GTNH Actions <>
* add two more plasma recipes
* replace neptunium & fermium plasma
* spotless
* fix stellar plasma amount
* new materials class
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* Enable Jabel&Generic injection, fix type error caused by this
* add missing <>
* Infer generic types automatically
* Parametrize cast types
* Use enhanced for loops
* Unnecessary boxing
* Unnecessary unboxing
* Use Objects.equals
* Explicit type can be replaced with `<>`
* Collapse identical catch blocks
* Add SafeVarargs where applicable
* Anonymous type can be replaced with lambda
* Use List.sort directly
* Lambda can be a method reference
* Statement lambda can be an expression lambda
* Use string switches
* Instanceof pattern matching
* Text block can be used
* Migrate to enhanced switch
* Java style array declarations
* Unnecessary toString()
* More unnecessary String conversions
* Unnecessary modifiers
* Unnecessary semicolons
* Fix duplicate conditions
* Extract common code from if branches
* Replace switches with ifs for 1-2 cases
* Inner class may be static
* Minor performance issues
* Replace string appending in loops with string builders
* Fix IntelliJ using the wrong empty list method
* Use Long.compare
* Generic arguments: getSubItems
* Generic arguments: getSubBlocks
* Raw types warnings
* Fix remaining missing generics
* Too weak variable type leads to unnecessary cast
* Redundant type casts
* Redundant array length check
* Redundant vararg arrays
* Manual min/max implementations
* A couple missed inspections
* Goodbye explosion power ternary ladder
* Apply spotless
* Get rid of the other two big ternary ladders
* Binary search explosion power
* Don't overcomplicate things
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OrePrefixes are used in switch case a lot and this prevents it from being a valid EnumHelper target.
Under the hood for huge enum switch cases, javac will generate a synthetic class with a synthetic static final int[] field to hold switch map. If the OrePrefixes is ever extended, said switch map will be smaller than actual and cause ArrayIndexOutOfBoundException.
This moves all addon added ore prefixes back to main mod.
This also cleans up the obnoxious comment blocks created by spotless.
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* New texture
* Blade
* Change molten space and time names.
* Update fluid names
* Bump dep of AE2
* Bump dep of AE2
* spotlessApply (#1733)
Co-authored-by: GitHub GTNH Actions <>
* New fluid solidifer method
* Space
* Spotless
* New recipes for new white dwarf matter shapes.
* Universium block
* Universium nanites
* Spotless
* Add some fine wires
---------
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* New texture
* Blade
* Change molten space and time names.
* Update fluid names
* Bump dep of AE2
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Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
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* Inf renderer working + fuzzy halo on cosmic neutronium.
* Helper method
* Cosmic nt nearly done
* Glitch renderer
* Working!
* Add comment
* Cosmic Nt finished
* Cosmic render appears
* Universium Renderer nearly done
* New material universium
* Dep
* Dep
* Universium
* Some more changes
* Spotless apply for branch RenderingMaterials for #1592 (#1593)
* Fix Battery Buffer accepting more than 1 items per slot (#1590)
* Unify sodium persulfate amount (#1591)
Modify recipes added in https://github.com/GTNewHorizons/GT5-Unofficial/pull/1063 to use 100L sodium persulfate instead of 500L. 100L is what the other recipes use, so this makes the amounts consistent.
See https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/11842#issuecomment-1364870167 for context
* spotlessApply
Co-authored-by: miozune <miozune@gmail.com>
Co-authored-by: D-Cysteine <54219287+D-Cysteine@users.noreply.github.com>
Co-authored-by: Connor-Colenso <52056774+Connor-Colenso@users.noreply.github.com>
Co-authored-by: GitHub GTNH Actions <>
* Better textures for universium maybe?
* Fixed cosmic Nt
* Remove glitch renderer (not used)
* Rename universium renderer
* Rename universium renderer
* Change Colour to Color (begrudgingly)
* Gray infinity halo
* Remove halo
* Fix off axis rotation on dropped universium and some new textures
* More universium stuff
* Cell render works
* Inf render
* Working inf
* Universium done but no fluid outside of cells rendering
* Fluid rendering
* Comment
* Spotless apply for branch RenderingMaterials for #1592 (#1634)
* Fix Battery Buffer accepting more than 1 items per slot (#1590)
* Unify sodium persulfate amount (#1591)
Modify recipes added in https://github.com/GTNewHorizons/GT5-Unofficial/pull/1063 to use 100L sodium persulfate instead of 500L. 100L is what the other recipes use, so this makes the amounts consistent.
See https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/11842#issuecomment-1364870167 for context
* fix it (#1597)
* Fix tooltip for required input hatches (#1599)
* Allow resource packs to override individual progressbar textures (#1596)
* Allow resource packs to override individual progressbar textures
* spell: every + singular
* Fix potential crash on server with FallbackableSteamTexture
* Add colored voltage tier display for Waila (#1598)
* Add colored voltage tier display for Waila
* Adapt to new methods
* fix oredict name (#1600)
Fix wrong oredict for blizz comb
* fix it (#1601)
* adds molds and recipe generation (#1603)
* Delete water from recipe (#1604)
* Added Shortcut because simply dull (#1594)
* Added Shortcut because simply dull
* I always forget to remove a dep
* Increase Recipe Time
To fit the original recipe chain
* spotless :(
* Upped the recipe to ZPM
and increased educt/product side by 16
* make sugar maceration recipe shorter (#1586)
* make sugar maceration recipe shorter
(cherry picked from commit 55d85dc6ab315da3eb31e41667317e127a2059fe)
* spotlessApply (#1587)
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: GitHub GTNH Actions <>
* fix reed to sugar recipe
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Add light, medium and heavy oil to get lube (#1584)
* Add light, medium and heavy oil to get lube
Add distillation recipe to get lube out of oil
add control circuit
* spotlessApply (#1585)
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: GitHub GTNH Actions <>
* fix misstype
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* remove autogenerated SiSG ebf recipe (#1588)
(cherry picked from commit 4d3052e50b7de739c89c339d37a24297f3bb70fc)
* Remove void break from fluid tanks and chests (#1602)
* Remove void break from fluid tanks
Previously, sneaking while breaking a fluid tank would void the contents of the tank, leading to potential loss of valuable resources. However, this behavior is not consistent with other blocks, such as chests and furnaces, which retain their contents when broken while sneaking.
This commit removes the sneak breaking voiding behavior for fluid tanks, bringing them in line with other blocks and reducing the risk of unintended loss for players.
* run spotless
* fix stray check for voidBreak
Signed-off-by: NexusNull <p.wellershaus@googlemail.com>
* remove override
Signed-off-by: NexusNull <p.wellershaus@googlemail.com>
* remove void tooltip
Signed-off-by: NexusNull <p.wellershaus@googlemail.com>
Signed-off-by: NexusNull <p.wellershaus@googlemail.com>
* fix (#1605)
* Fix inconsistency in naming (#1606)
* Add a way to remove a furnace recipe using the output instead of input (#1609)
* add method
* change method to remove all recipes with said output
* Naphthenic acid (#1589)
* add burn value for NaphthenicAcid 60k in Semi Fluid generator
(cherry picked from commit 3fa145932b64025067e807f4ff900f51029d07bd)
* add Naphthenic acid recipes and change a few
(cherry picked from commit 8b6b6d72dd79b4549dccd3732ccca6e219dd8ce7)
* spotless
* fix error
(cherry picked from commit db7b322cece6cf151f92ab6aa467bc8e4c84bda8)
* Chemical balance fixes
Co-authored-by: Pxx500 <81298696+Pxx500@users.noreply.github.com>
* Fix plasma turbine EU output (#1607)
* Revert "Turbine efficiency helper (#1562)"
This reverts commit 3c852a0143cbfa864da59bdd0b2edab1fa4bf146.
* Restore efficiency helper
* Spotless
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
* disable auto recipe (#1611)
* possible fix (#1614)
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/12139
(cherry picked from commit 64f7433f2fab2eff618bb25997c303516fdab3f8)
* Add Failsafe for getCasingTextureForId to prevent null page. (#1612)
* Improve NEI customizability (#1583)
* Move descriptions to recipemap
* Move tooltips to recipemap
* Move overlays to recipemap
* Use shared code for generating grid positions
* 2 fluid inputs for freezer recipes
* Add deprecation javadoc
* Fix (#1616)
Allows players to use any rubber instead of just one. As other tiers have that.
* Heating element change (#1618)
* Changed (sg) to * instead (#1620)
* add transcendant metal pipe and multiple pipe (#1619)
* fix drills not generating and using less material (#1623)
* fix LV steam valve (#1624)
* TungSteel to TPV (#1622)
* fix waila displaying wrong generated eu/t (#1621)
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* Add a Overclock Calculator for multis and the like to use (#1617)
* add calculator and unit tests
* use math.ceil
* math.ceil everywhere
* add some more unit tests and add onetick discount possibility
* add an exception when trying to get the consumption before calculating
* spotless oops
* convert PCB Factory to use the OC calculator
* fix tests trying for wrong values
* fix copy paste error
* address reviews
* this should be there too.
* add callhook for pre block destroy (#1625)
* add callhook for pre block destroy
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* spotless
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* Change Tungstensteel to Require TPV Coils (#1628)
* Fix Blue Steel and Bismuth Bronze mixing (#1629)
* blue steel
* bismuth bronze
* Add new Weed-EX 9000 (#1615)
* Add new Weed-EX
* Add more pollen
* Change material ID
* Remove fluid recipes
* Remove pollen
* Remove cells
* Balance adjustment for the LCR Nitrobenzene recipe. (#1631)
* nitrobenzene balance
* SA
* zpm instead
* force compound to be grouped together in chemical formula (#1630)
* force compound to be grouped together in chemical formula
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* patch up glass chemical formula
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* merge two toString
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* Allow overriding more progressbar textures & Add document for resource packs (#1632)
* spotlessApply
Signed-off-by: NexusNull <p.wellershaus@googlemail.com>
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
Co-authored-by: miozune <miozune@gmail.com>
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Co-authored-by: Connor-Colenso <52056774+Connor-Colenso@users.noreply.github.com>
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
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* Comment
* Glee8e
* Spotless
* fix
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* Weird error
* Spotless
* Material ID
* Universium fluid working
* Fix some inf renderer issues
* Remove try catch
* Cosmic neutronium fixes, but no fluid rendering yet.
* Working
* Spotless...
* Fake frame
---------
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Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* Begin addition of tiered material manipulation
* Dwarf matter
* Add hardcoded EU tiers for wider usage.
* New material images etc
* Nugget processing tiers
* Move iron nugget to wrought iron smelting to the correct place
* Add white dwarf shapes
* Add white dwarf shapes
* Additional retiering options for EU consumption on material part generation
* White dwarf matter complete
* Tier neutronium processing at ZPM
* Spotless
* More adjustments
* Renaming files
* Add new overlays for magneto material and more name adjustments
* Add no recipes subtag
* Spotless + name adjustment
* Undo isCustom to maintain potential public variable references in addons.
* Undo isCustom to maintain potential public variable references in addons.
* Fix fluid registry corruption.
* Add rotor EU override
* Add rotor EU override
* Make neutronium mass more reasonable
* Add proper time adjustments to rotor (probably an old oversight)
* Adjust enums to use VP rather than recalculate
* Fix typos on EU usage
* spotlessApply (#1672)
Co-authored-by: Connor-Colenso <52056774+Connor-Colenso@users.noreply.github.com>
Co-authored-by: GitHub GTNH Actions <>
* Change setProcessingMaterialTierEU to accept long.
* Small fix
* Add space and time materials
* Add new forge hammer support
* Update tooltip
* Expand laser engraver slots.
* spotlessApply (#1673)
Co-authored-by: Connor-Colenso <52056774+Connor-Colenso@users.noreply.github.com>
Co-authored-by: GitHub GTNH Actions <>
* Reserve texture page.
* Modernise GT circuit usage
* Add oversight in assembler frame recipe
* Add missing MHDCSM overlay textures
* Remove small and tiny MHDCSM dusts
* Fix error in ingot texture
* Fix NO_RECIPES not applying to frame boxes
* Restore missing ingot
* Add rod handles for materials
* Fix frame box auto generating with NO_RECIPEs tag
* recipe
* Spotless
* Add MOD_ID_GTPP as modid
* spotlessApply (#1675)
Co-authored-by: Connor-Colenso <52056774+Connor-Colenso@users.noreply.github.com>
Co-authored-by: GitHub GTNH Actions <>
* Remove smelting spacetime from furnace (why does this exist?)
* Recipes + new storage blocks for materials
* Bedrockium LuV -> EV
* SpaceTime UMV -> UIV
* TranscendentMetal UIV -> UEV
* MagnetoThingy and dward mats UXV -> UMV
* update buildscript
* yeet magic number that could be
* spotlessApply
* Make the nanite tier 3, colen request
* Up nanite tier
* Comment
* Change name
* Change name
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
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Co-authored-by: adam riondy <adampoplol@gmail.com>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* Optical Line-Water line & Items
* Spotless apply
* Spotless applies + Optical Board
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* Base work for ModularUI compat
* Remove useless interface
* Add almost all the widgets
* Invert method
* Refactor NEI stack placement positions
* NEI handlers on ModularUI
* Add some more docs
* AdvDebugStructureWriter
* Fix NEI progressbar not working
* PrimitiveBlastFurnace
* clean
* derp
* clean
* spotlessApply
* Boilers
* Buffers
* clean
* N by N slots containers
* Fix boilers not having bucket interaction
Put opening UI to individual MetaTEs
* Maintenance Hatch
* clean
* spotlessApply
* Add dependency
* IndustrialApiary
* Adapt to ModularUI change
* Base work for covers & fix crash with MP
* Fix crash with server
* Rewrite base work for covers
* Send initial cover data on cover GUI open
so that the time of showing incorrect data will be eliminated
* Covers part 1
* Rename package: ModularUI -> modularui
* Rename class: GT_UIInfo -> GT_UIInfos
* Fix build
* Covers part2
* Fix missing client check with tile UI & fix title overlap
* CoverTabLine
* Move cover window creators to inner class
* Fix crash with null base TE
* Close GUI when tile is broken
* Color cover window with tile colorization
* add nanites as a material
* spotless
* start the work on the nanites multi
* spotless
* Change signature of addUIWidgets
* FluidFilter cover, FluidDisplaySlotWidget, BasicTank, BasicGenerator, Output Hatch, MicrowaveEnergyTransmitter, Teleporter, DigitalChest, DigitalTank
* Add title tab
* Move package: modularui -> modularui/widget
* add controller recipe and new casing
* add prefix and the casing and controller to the item list
* add nano forge controller to its item
* add nanites to PreLoad
* Programmed circuit + IConfigurationCircuitSupport
* clean
* add nano forge multi - complete with some recipes
* new nanite textures
* Apply spotless
* fix nanites not registering, remove recipe lock on the nano forge, other small fixed
no clue why they didn't want to register in run2.
* VolumetricFlask
* Remove integrated circuit overlay from recipe input slots
* Input Hatch & Quadruple Input Hatch
* Multiblock
* Deprecate old cover GUI
* BasicMachines
* Finish BasicMachine & NEI
* Expand DTPF NEI to 9 slots
* Fix ME input bus on MP
* Move AESlotWidget to public class
* Move GT_Recipe_Map constructors with mNEIUnificateOutput to setter method
* Move SteamTexture.Variant to outer enum
* Switch to remote repository
* oops
* Update MUI
* Update MUI
* Minor refactor for change amount buttons
* the start of a new multi, tooltip WIP
* Display items and fluids that exceed usual count
* blah
* use +=, why didn't I do this
* add tier 2 and tier 3. add some more checks
* Update MUI
* Move ModularUI to Base (#1510)
* Move ModularUI to Base
* Move most of the ModularUI functionality to `BaseTileEntity` (and `CoverableTileEntity`)
* `CommonMetaTileEntity` delegates ato the MetaTileEntity
* Added several interfaces (with defaults) to indicate if a tile/metatile override/implement certain behaviors.
* Moved `IConfigurationCircuitSupport` interface such that it will work with BaseTileEntity or a MetaTileEntity
* Address reviews
Co-authored-by: miozune <miozune@gmail.com>
* Update MUI
* make a single shape rotatable by 90 degrees
* Minor changes to NEI
* more shapes, more mechanics
* Return :facepalm:
* IGetTabIconSet override
* Some more changes to NEI
* Merge texture getter interfaces to new class GUITextureSet
* Remove BBF structure picture as it's auto-buildable now
* Make unified title tab style of texture angular
* Expose some boiler texture getters for addon
* Fix crash with cover GUI on pipe
* small changes
* Lower the number of recipe per page for DTPF & update MUI
* Update MUI
* Fix crash with middle-clicking slot on circuit selection GUI
* Fix circuit selection window not syncing item from base machine
* Merge GT_NEI_AssLineHandler into GT_NEI_DefaultHandler
* Update MUI
* Add in TecTech multi message
* Allow changing the way of binding player inventory
* Update MUI
* Update MUI
* Update MUI
* Update MUI
* Update MUI
* Make MUI non-transitive to allow addons to use their own version
* Force enable mixin
* Format fluid amount tooltip
* Add GUITextureSet.STEAM
* Add guard against null ModularWindow creation
* Add constructors for Muffler Hatch with inventory
* Fix output slot on digital chest and tank allowing insertion
* Don't log null ModularWindow
* add a new material, add some recipes, continue the work on the PCB factory. The first recipe is in!
* oops spotless
* update bs
* rename casings
* make material generate plates
* add recipes to the pcb factory
* nei handling
* do some more work on the multi
* fixes to recipes.
* Update build-and-test.yml
* starter work on the PCBFactory GUI. recipe check fully working
* finish gui work
* spotless
thank god drafts don't generate spotless PRs
* final touches. tooltip tomorrow
* fix typos. and finish PCB multi.
* spotless
* changes for requests
* make consumed amount a constant
* fix recipes oopsie
* Remove unused textures
* Add nanites
* fixing recipes
* Fix NEI not showing
* Make nanites share texture
* actually fix recipes and use 2 new lenses
* finally circuits work in recipe
* Add trans metal block
* add default offsets
* spotless
* make parallels actually work
* Downscale nanite texture to 64x64
* improve PCB Factory GUI
* finish fixing gui, fix offsets on cooler, apply a new formula for duration
* Clean up PCB Factory tooltip
* Spotless
* Fix typo in Naquadah
* make sure the roughness multiplier actually slows down the recipe XD
* add a smaller limit to the roughness multipler.... lets not allow for 10x board prodction oops
* fix cooler tier 2 using wrong block in its center, fix controller texture on tier 3
* update mui and uodate the button texture
* fix one button and prevent null arrays
* remove some math. a small rework on recipes
* fix and off by 1
* save the change? never heard of it
* fix tier 3 not forming
* Nano forge tooltip
* hopefully fix nano forge. fix neutroni nanite wrong tier in recipe
* try 2 to fix structure check
* fix nano forge not forming
* fix nano forge data stick. we need better error messages
* do some fixes.
* its 12am, typos....
* never coding at midnight again
* try 2 to fix nano forge and pcb factory
* fix nano and pcb factory not working. address some reviews
* do syncing between client and server. fix recipes asking too much power with multiple upgrades
Co-authored-by: miozune <miozune@gmail.com>
Co-authored-by: Jason Mitchell <mitchej@gmail.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
Co-authored-by: Sampsa <sampo.vanninen@aalto.fi>
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* Update dependencies
* Update buildscript, apply spotless
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* New recipe methods.
* Pulverise tesseracts
* New pulveriser method
* Cleanup code
* Smelting/cooling methods
* Super coolant
* Add hot ingot
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
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* Industrial Apiary
* Make Forestry not required.
* Add support for gendustry upgrades and lower energy demand
* Add item validation to input slots and fix battery + special slots
* Automation upgrade support and bug fixes
* Better canWork check and flower detection
* GUI work
* Better detection of modifier update
* Add button to cancel process
* Add textures
* Tooltip changes
* Add convert crafting
* Make top and sides glow
* Bug fix
* New textures
* Add bee effects
* Make all tooltips translatable
* Implement GT Apiary Upgrades
* Prevent inserting too many upgrades
* Just require gendustry instead of checking it everywhere
* Add blacklist (bug fix) and use hashsets instead of arrays
* Cache beemember to do effects
* Make blacklist automatic
* Add acceleration upgrades for all tiers (LV -> UV)
* Lock the machine to maxspeed by default
* Correct required energy in info tooltip
* Use isUpgrade method instead of manually checking
* Lower amperage to 4
* Save locked speed to nbt
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* Fix NEI GT Pipe/wire issue
Fixes NEI displaying every variation of wire/pipe recipe instead of specific ones.
* Adjust fix.
* Adjust fix again.
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
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