Age | Commit message (Collapse) | Author |
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- that is not in a bucket or cell (No Fluids)
- has at least 2000 burntime (No Wood/Saplings)
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+ added blocks
+ added diamond
+ rescaled burn value of coal coke to 3200 instead of 6400 in small boilers
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Fix #1439 and #1456 (#1503)
* Fix #1439
* Fix #1456
* mistake
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* New public variable init
Initiated new public variable which is calculate how much damage get turbine rotor per time, its needed to compare with actual rotor durability.
* Fix cover logic
Rewrited due a bug maintenance cover logic which is check turbine rotor needed maintenance or not.
* Added&rewrited some features for need maintenance.
Added new high accuracy mod for need maintenance cover which check rotor state.
Fixed old version low accuracy mod.
* redo older changes
removed variable
* fix some shit
forgot brakets
* Cleanup & reformat code
thanks Dimach for help with that
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Add volumetric flask. (#1500)
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https://github.com/GTNewHorizons/NewHorizons/issues/3853
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Electrum Flux and Awakened Draconium
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Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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change tank capacity in assemblers
remove double fluid regulator recipes
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Change class of Fusion Reactor
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# Conflicts:
# src/main/java/gregtech/common/tileentities/generators/GT_MetaTileEntity_MagicalEnergyAbsorber.java
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update hatches recipes
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change texture files a bit
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https://github.com/GTNewHorizons/NewHorizons/issues/3714
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Magical Energy Absorber fix stop drain and rework Vis to EU Conversion (
#1478)
* fix(magicalenergyabsorber) stops when buffer can not store the next maximum eu output
* rework(magicalenergyabsorber): computation of vis to eu conversion
New configuration option to define how much EU Per Vis (not CVis)
I:EnergyPerVis_20=20
This value is divided by 100, so it is actually 0.2 EU per Vis
The Magical Energy Absorber will try to drain enough CVis, comulating all aspects,
until it can reach max Output, or has drained all available aspects.
Number of total cummulated CVis output required in a Node per Magical Energy Absorber Tier:
Novice (LV):
√(32 × 10000 ÷ (20 × 90)) = 13,333333333 ⇒ 13 CVis
Adept (MV);
√(128 × 10000 ÷ (20 × 80)) = 28,2843 ⇒ 28 CVis
Master (HV):
√(512 × 10000 ÷ (20 × 70)) = 60,474315681 ⇒ 60 CVis
Grand Master (EV):
√(2048 × 10000 ÷ (20 × 60)) = 130,639452948 ⇒ 131 CVis
As referrence:
The Huge Creative Node from Thaumcraft has 500 of each primal aspects.
* fix(machine): magic energy absorber
- Fixed Dragon Egg Siphon mode to work as intended when
`B:MagicEnergyAbsorber.AllowMultipleEggs_false=false` (fix #1482)
- Fixed Vis drain from Visnet (Energized Node/Vis Relay) drain rate
(fix #1119)
- Added Vis conversion as a configuration option:
`I:MagicEnergyAbsorber.EnergyPerVis_20=20`
- Replaced broken Aspect drain from items, with drain from Essentia
Containers in range, using same mechanic as the Infusion Altar
- Added Essentia Aspect conversion as a configuration option:
`I:MagicEnergyAbsorber.EnergyPerEssentia_320=320`
- Fixed Enchantments drain to convert all available enchantments
- Made input filtered to valid enchanted items/books (Item must be
enchantable and enchanted)
- Fixed Enchantments drain to not consume input; if it can not buffer
generated energy from it, or if it can not output disenchanted item
- Added a user settable Tiered operation range using a Screwdriver.
Default Range Tier is Machine Tier.
Max Range Tier is Machine Tier + 2.
Range is 2^(Range Tier): 1, 2, 4, 8, 16, 32, 64 blocks
- Fixed Ender Crystal drain mechanic, to allow multiple Crystals to be
drained.
- Made each in-use Ender Crystal, exclusive to a Magic Energy Absorber
- Improved default Ender Crystal energy worth to 512EU/t instead of
32EU/t
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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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Fixed bug in macerator recipes. (#1468)
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Add config for Small Boiler Automation (#1449)
* Add config for Small Boiler Automation
Default is off
* Update GT_Mod.java
* Update GT_Mod.java
* Update GT_MetaTileEntity_Boiler.java
Fixed retarded logic
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Apatite, Ash and Fertilizer
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+fixed NPE without certain Mods Loaded
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