Age | Commit message (Collapse) | Author |
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* Added all Ores to Voidminer in DeepDark
+ removed Infinity Ore
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
* renormalize line endings
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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hatches... so does not really matter...
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# Conflicts:
# src/main/java/gregtech/api/enums/Textures.java
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* Add cover information on the machine item tooltip.
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endings fixed.
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changed subversion to 33
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https://github.com/GTNewHorizons/NewHorizons/issues/3998
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https://github.com/GTNewHorizons/NewHorizons/issues/4126
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-removeal of Axe for base entites
-streamlined single block NaquadahReactor
-fixed basegenerator for naquadagen
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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density. Increase orevein height to 9 layers. Give small ores a free 1 fortune boost to compensate for lower orevein densities.
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https://github.com/GTNewHorizons/NewHorizons/issues/3961
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Electrum Flux and Awakened Draconium
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# Conflicts:
# src/main/java/gregtech/common/tileentities/generators/GT_MetaTileEntity_MagicalEnergyAbsorber.java
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fix(blockmachines): persistency on harvest (#1498)
This patch fixes persistency of NBT tags in machine item when machine block is harvested.
Machines with an @Override on setItemNBT will now persist data correctly when harvested?
Change fixes intended persistency behaviour of following machines:
- Item buffers will persist screwdriver configured output stack size when harvested.
- Item distributors will persist setings of items per face.
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+readded GalacticraftFiles for @mitchej123 GC Compat
+fixed a typo in IGregTechTileEntity
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+Added GT-FML-Log
+Added an Exception if a Nq reactor without recipe map is created
+Added the ability to add ReinforcedGlass in the CleanroomWalls (https://github.com/GTNewHorizons/NewHorizons/issues/3584)
+Added a config option for changing the ReinforcedGlass percentage
+Renamed Materials2 -> GTNH_ExtraMaterials and fixed it
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on color
* Trigger connection evaluation on painting of cables/pipes or machines
* Trigger connection evaluation on placement of blocks -- IE: A wire/pipe open to air, and then a dirt block is placed on it - this will close the pipe/wire connection
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* Unified connect() method for pipes/wires - each subclass has it's own canConnect(), letsIn(), and letsOut() methods that map to the specifics for that implementation
* Shift Clicking while placing a GT machine will now try connecting to the cable/pipe it is placed on
* You can open a connection to the air for pipes & wires, allowing the next thing you place down to auto connect (ie: a JABBA barrel)
* Distribute Fluids - Modeled after several of the upstream PRs
* Fluid regulators on pipes should stop spazzing out now
* Fluid filter covers - Now work with filtering output
BUG/TODO:
* Spray paint doesn't seem to keep wires/pipes from connecting properly
* Spray paint on wires/pipes should force a disconnection check
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coremod to enable disable.
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Added a function to GT_Utility called addTexturePage(byte page).
Added information about who is using which texture page in GT_Block_Casings1.
Updated GT_Block_Casings5 & GT_Block_Casings8 to utilise texture page 1.
Updated Large Chemical Reactor to reflect this change, now also uses Page 1 Index 48.
Moved the Pyrolyse oven casing index from 111 to 22, which is currently unused and within the Gregtech index space.
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the block placer.
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trough gt machine blocks work only if the player is isneaking. And because of that, added back the soldering iron support.
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Commit: b96180ac4f1564bcb7a2e19d16738cfea7fc04a3 [b96180a]
GT6 style concrete speedup (no soulsand like behavior that blocks you from entrances and less OP ice hyperspeed highways)
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https://github.com/GTNewHorizons/GT5-Unofficial/issues/41
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0.75 or normal durability in loose fitting mode.
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34058f0e1e65f12ab5d7f97fc3469a4de1264bb2
Fixed Diluted Sulfuric Acid recipes, PTFE Pipe Casing name
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14b9332d141ff652cf728ea16a7d44274f0e1bef
Moved the Casings for the Large Chemical Reactor again.
As it turns out overwriting Casings 4.4 and 4.5 was not a good idea
because even though there is no actual Casing at those IDs, the textures
are in use.
I started a new batch of Casings (GT_Block_Casings8) at IDs 112-127.
I did not use IDs 80-95 because there seem to already be some textures
there.
I did not use IDs 96-111 because they seem to already be in use by
Technus.
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BrickedBlastFurnace
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