Age | Commit message (Collapse) | Author |
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* Fix secondary description not written to language file
* Extract ISecondaryDescribable interface
* Recover isDisplaySecondaryDescription in MetaTileEntity
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remove default ebf recipe
(cherry picked from commit dfc5f6a1989d69262d1e37cdd3ed26860bebc78e)
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* pin comb type id instead of depending on array ordinal
* fix up _NULL related problems
* fix out of bound
* make it private
* add some more test
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* sunnarium from glowstone in reactors
* change glowstone dust to 9 items
(cherry picked from commit 24d7318ae8e73dc0082784e0a5872903b074dd2e)
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* hotfix for facade covers loading
* issue update even if side is not clear
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* Fix localized names at server in obfuscated environment
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Co-authored-by: bot <Krampus.sack.never@gmail.com>
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* Add controller inventory slot to stored inputs
* Prevent adding circuit twice
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closes https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9442
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* Base work adding 4 new tiers of coils.
* Remove OPV tier.
Remove nonsensical coil tier tags. (Awak = UIV, really? No thanks)
Add proper texture for Hypogen, Infinity and Eternal coils.
* Revert avaratia dep via import by Alk. If someone can implement cosmic rendering here then great but that is well beyond me.
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
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* Fixes slime spawn handling variances
After testing, I was able to see 2 separate problems.
1: event.getResult() was occasionally returning ALLOW for some of the world spawned slimes. Slime spawn denial is done regardless of the ALLOW/DENY flag. This does not impact slimes spawned via eggs or powered spawners or slimes spawning after a slime is killed which apparently return DEFAULT for getResult().
2: Slimes don't seem to properly handle a getResult() value of DENY. The checkSpawn event is not cancellable. To fix this, the entity is also destroyed by setting isDead to true. This does occasionally cause slimes to appear on the minimap briefly before disappearing.
Lastly, with a forge update this could be handled much better by using the EntitySlime.spawnReason enum. That is not present in the current forge version, so I would consider this a temporary workaround and this method could/should be reworked if/when forge is updated.
* Make repellators stop slimes.
While testing, this was used to name the slimes as they were being generated. It turns out to also make the slimes behave properly in addition to the other changes.
* Minor Cleanup
Moved the slime handling out of the rest of the method and takes an approach of setting it to DEFAULT of it is ALLOW and then also adding a custom name tag if it doesn't have one. If it does have a custom name tag and ALLOW, then the slime spawn will be allowed.
* Moved the setCustomNameTag method
This method is still required to properly stop ALL slime spawns but it should only alter the customNameTag when a slime is intended to be stopped from spawning.
* Fixed likely exception
Check for instance of EntitySlime before casting it. This method is only required to stop slimes from spawning so is only being called against slimes.
Co-authored-by: Randy Braunm <randy@unseencolor.com>
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9801
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9802
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9803
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9804
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fixes https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/8778
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* Fixes slime spawn handling variances
After testing, I was able to see 2 separate problems.
1: event.getResult() was occasionally returning ALLOW for some of the world spawned slimes. Slime spawn denial is done regardless of the ALLOW/DENY flag. This does not impact slimes spawned via eggs or powered spawners or slimes spawning after a slime is killed which apparently return DEFAULT for getResult().
2: Slimes don't seem to properly handle a getResult() value of DENY. The checkSpawn event is not cancellable. To fix this, the entity is also destroyed by setting isDead to true. This does occasionally cause slimes to appear on the minimap briefly before disappearing.
Lastly, with a forge update this could be handled much better by using the EntitySlime.spawnReason enum. That is not present in the current forge version, so I would consider this a temporary workaround and this method could/should be reworked if/when forge is updated.
* Make repellators stop slimes.
While testing, this was used to name the slimes as they were being generated. It turns out to also make the slimes behave properly in addition to the other changes.
* Minor Cleanup
Moved the slime handling out of the rest of the method and takes an approach of setting it to DEFAULT of it is ALLOW and then also adding a custom name tag if it doesn't have one. If it does have a custom name tag and ALLOW, then the slime spawn will be allowed.
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* Whitelist for Advanced Boilers
- Added a whitelist system to check allowed fuels for the Titanium and Tungstensteel Boilers (thanks glow for the code);
- Removed fuel value checks for the advanced boilers, none are needed because the whitelist check does it all;
- Changed the boiler tooltip to clarify that the advanced boilers won't work if there is a fuel in the input bus that is not allowed to be burned.
* NEI Large Boiler Tab Updated
- Changed the burn times to reflect the speed at which the boilers now consume fuels;
- Changed the TItanium and Tungstensteel Boiler info to display "Not Allowed" on the fuels that aren't accepted by them.
* Re-added Previous Constructor as a Default Case
- Implemented the previous addRecipe constructor without the boolean, applying to all non-solid fuels, with a default value;
- Changed the boiler code to make the advanced Boilers ignore the fluid recipes (they're only supposed to burn the allowed solid fuels);
- Small NEI clarifications.
* Unnecessary Burn Time Calculation
- Removed the burn time calculation on the NEI handler for the fuels that can't run in the advanced boilers.
* Shortened Tungstensteel Boiler Line
- Made text shorter to not overflow past the NEI display.
* Properly implement solid fuel whitelist for Large Titanium/Tungsten Boilers
Co-authored-by: glowredman <fredcraft00@gmail.com>
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* Provide a runtime solution for number rendering.
This should adapt based on locale selected by user instead of the system locale.
Also fixes 'nbsp' issue in some locales like pl_PL.
* Add missing imports
* Add missing imports
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* Texture Shenanigans
- Get rid of all the TODOs and run everything through the new Texture API in a backwards compatible way.
* allow bw runclient to run
* Add obf name
Co-authored-by: bombcar <github@bombcar.com>
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* Translation related fixes
* Rename trans to transItem
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* Add IntelliJ .shelf folder to .gitignore
* Fixing GT_GuiTooltip bug I introduced
* Deprecated superfluous String trans methods.
* Add Power class to compute and describe power usage
* trans -> GT_Utility.trans
Removed absent param from Javadoc
* Add Power to BasicMachine and use it for power calculations
* Steam BasicMachine rework
Have Bronze and Steel tier override Power with appropriate SteamPower
Make Bronze machines explicitly tier 1
Make Steel machines explicitly tier 2
Defined recipe list and bricked status for each machine
Unified checkRecipe uses machine's recipe list and Power
* Raised NEI dependency to 2.2.5
* Defining NEI transfer rect in individual UIs
Using a new interface called from GT_RectHandler
* Code cleanup & minor refactor
* Add power field to NEI Default Handler
Add method to create Power object from the recipe map
* Display power tier in NEI handler name
* User Power to draw NEI Handler description
* Enable filtering handler recipes using Power
* Repurposing aBricked parameter into aHighPressure
To fix my previous faulty method of setting mTier
* Must call getCache to get recipes properly.
* Better communicate NEI Overclock info
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proper. (#907)
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* New circuits
* Fix last tier ore dict
* Colorfull tier tooltips (#898)
* Make Repellator stop slimes spawning (#896)
* Add special tooltip handling, requested by Colen
Co-authored-by: Alkalus <3060479+draknyte1@users.noreply.github.com>
Co-authored-by: glowredman <fredcraft00@gmail.com>
* Fixed github shenanigans with new tier colours.
* Update A LOT of textures (mostly minor)
* Remove extraneous comments.
* Remove obsolete comments and update materials.java.
* Add tooltips for all batteries in base GT.
* Remove test case
Co-authored-by: Alkalus <3060479+draknyte1@users.noreply.github.com>
Co-authored-by: glowredman <fredcraft00@gmail.com>
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* Add new xSMDs and xSMD wraps.
* Add new xSMDs and xSMD wraps.
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* New circuits
* Fix last tier ore dict
* Colorfull tier tooltips (#898)
* Make Repellator stop slimes spawning (#896)
* Add special tooltip handling, requested by Colen
Co-authored-by: Alkalus <3060479+draknyte1@users.noreply.github.com>
Co-authored-by: glowredman <fredcraft00@gmail.com>
Co-authored-by: Alkalus <3060479+draknyte1@users.noreply.github.com>
Co-authored-by: glowredman <fredcraft00@gmail.com>
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* initial work on facade covers
* fix colorMultiplier
also removed derp
* Clean up drop cover texture reset code
What was I thinking actually? Send a packet to reset client states?
* Fix cover display stack
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* Large Boiler Rebalance
- Changed Large Steel Boiler to output 1000 instead of 600 EU/t.
- Changed Large Titanium Boiler to output 6000 instead of 800 EU/t.
- Changed Large Titanium Boiler to output 6000 instead of 800 EU/t.
- Changed Large Tungstensteel Boiler to output 18750 instead of 1000 EU/t.
- Changed Titanium and Tungstensteel Boilers to output Superheated Steam instead of regular Steam.
- Added an upper bound for the burn value that can be processed by the boilers, in order to prevent an overflow.
- Added a lower bound for the burn value that can be processed by the boilers. This is a placeholder limitation intended to prevent the player from using the improved Titanium and Tungstensteel boilers to generate lots of power from easy solid fuels like Charcoal. A better way to implement this would be to make a whitelist of accepted fuels. The one I had in mind for these boilers was the Super Fuels, both the magic and non-magic ones.
The last two boilers had terrible numbers for their tier. High numbers would allow for charcoal powergen up to IV or LuV, though, so the better boilers should only accept solid fuels that are difficult to make and need a processing chain.
* Fuel Check, Water to Steam and Tooltip Fixes
- Changed the Titanium and Tungstensteel Boilers to only consume the Super Fuels. They are checking for their burn values, which are unique - this is a hotfix, this should be implemented as a whitelist that can be changed in the config file, but I do not know how to do this;
- Changed the code in the tooltips to differentiate between the two types of boilers without copypasting;
- Changed the water consumption when producing Superheated Steam, to maintain the amount of Distilled Water.
* Powergen Rebalance 1
- Changed Titanium Boiler from 6000 to 4000 EU/t;
- Changed Tungstensteel Boiler from 18750 to 16000 EU/t.
* ECE and Fuel Rebalance
- Changed Biodiesel fuel value from 256k to 320k EU;
- Changed Benzene fuel value from 288k to 360k EU;
- Changed Cetane-Boosted Diesel fuel value from 720k to 1M EU;
- Changed High Octane Gasoline fuel value from 1.728M to 2.5M EU;
- Changed the recipe of Biodiesel to CBD to output 900L instead of 750L per 1000L of Biodiesel, to account for the fuel value change;
- Reduced the LOX consumption of the ECE from 320 to 80 L/s. A quad Vacuum Freezer setup, with 3 HV and 1 EV can feed one ECE;
- Small changes to the EU/t of the ECE due to it all being coded with ints in a specific format, where doubles caused several rounding errors. The boosted output amount is very similar to how it was before;
- Added a condition to the LCE to not burn HOG if it does not have Oxygen to boost it, since it generated power without consuming any fuel due to its consumption being smaller than 1 L/t, and therefore rounded down to 0.
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* add a cover copy/paste tool
* check server side
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* add recipe filter block
* Add tooltip to recipe filter GUI & improve type filter UI interaction
now you can click special slot in type filter UI to directly set the oreprefix based on the stack held on the cursor
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* Allow toolbox usage for maintenance w/o opening GUI
(Also resolves https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9044)
* ME output bus cache refactored
Now the bus will infinitely cache items until you connect it to ME network
(this means that any other (overflow) output buses will never receive anything by default)
This behaviour is toggleable by the screwdriver.
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* Add network support for chanining GT Tile GUIs
* Implemented Cover Tabs for IGregTechTileEntity
See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details
* Added IGuiIcon
For easier addon extensibility of GT_GuiIcon
Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs
* Typo fix
* Fixed unintended scala import
* Tabs -> Spaces on the files I've touched
* Propagate needsSteamVenting to UIs
* Note special slot usage
Determine whether a machine's recipe list ever makes use of the special slot
* Add 2 configurable tooltip verbosity levels
* Readability pass
* New tooltip cache for flexibility
It loads a configurable amount of lines per key
based on the user's chosen verbosity levels
* Let GT_GuiTooltipJava to use verbosity and LSHIFT
* "Smart" auto-hiding tooltips
* GT_GUIContainerMetaTile_Machine tooltip support
* Rework Basic Machine tooltips
* Wordy tooltips -> extended tooltips (clearer)
* Fixed off-by-one error on power slot tooltips
* Cleanup
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this is to combat the problem of TT data bank pushing not updated sticks as ghost item into assline, which then constantly reupdate said sticks. with this change even data sticks in TT data bank will update.
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* Add network support for chanining GT Tile GUIs
* Implemented Cover Tabs for IGregTechTileEntity
See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details
* Added IGuiIcon
For easier addon extensibility of GT_GuiIcon
Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs
* Typo fix
* Fixed unintended scala import
* Tabs -> Spaces on the files I've touched
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