Age | Commit message (Collapse) | Author |
|
- Changed the Charcoal fluid extraction recipe to run 4x faster, but take roughly the same amount of power;
- Changed the outputs of the Wood Tar distillation to give slightly more useful outputs (Benzene, Toluene, Phenol) and less waste (Creosote, Dimethylbenzene until IV).
|
|
- Buffed the Oil Cracker to consume less hydrogen than the LCR when hydro-cracking, and to output even more cracked fluid when steam-cracking. These buffs should make it worth to build right away compared to an LCR;
- Increased the EU/t reduction from 5% to 10%, but with a limit of 50%, to give more value to early coil upgrades. Since oil setups like this aren't used at late tiers, it's more important to focus on the first tiers of coils;
- Reworked the recipe time/energy cost. All recipes are now HV, matching the tier of the multi, but stay at 240 EU/t and run faster;
Regarding Anti-Knock Agent:
- Buffed the DT recipe to output more Anti-Knock Agent than the equivalent LCR recipe, and also reduced the total energy cost of the recipe. This recipe is part of a cycle between a Mixer and the DT, but the LCR does it it one step with perfect overclocking and without needing the height that the DT requires to do the recipe, which goes against the point of needing to distill to get Anti-Knock Agent.
|
|
* 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.
|
|
* Refactors
* Common functionality to base classes
* GT Pre/Postload broken into more modular pieces
* Extract common (mainly cover related) functionality from BaseMetaTileEntity & BaseMetaPipeEntity
|
|
* fix iron tank dupe
* fix dupe
|
|
* fix salt water recipe
1000 water get 1000 Salt water
adjust mixing time to 5 secs
change salt water to distilled water as well
* add old recipe ratio back 2k water 2k saltwater per salt
* Revert "add old recipe ratio back 2k water 2k saltwater per salt"
This reverts commit e59bad2c9d115db9725a21b518bd945c4e180e65.
|
|
|
|
fix now to full dust
|
|
to a recipe (#816)
|
|
* fix recipe conflict
the lubricant one ciruit is conflcit with the gas one.
and also removed three duplicated recipes
* add back the dt recipe
* add ciruit
|
|
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9138
remove alternative stone sudt recipes. Not used in GTNH
|
|
remove config option
|
|
Increased to 250mb of glue for sake of automation, 200 isn't really used
|
|
|
|
* change Graphene recipes
add new tiered recipes
* move graphene recipe one tier up
|
|
|
|
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9028
New railcraft tanks recipe conflicts #9026
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9026
|
|
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9020
|
|
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9010
|
|
ent-986010006 (#778)
put stackzize from snwoballs, enderpearls and eggs into gt code
|
|
New rc tank assembler recipes
|
|
|
|
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
|
|
|
|
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
|
|
Tweak rutile and magnesium chloride recipe time
|
|
(cherry picked from commit 44940486e339568159a73706ac70eda35876370f)
|
|
(cherry picked from commit 9ce18d253432553b95860159ad6f7161d3e6c440)
|
|
|
|
(cherry picked from commit 40150c997c0ee325c6283fc943afff01f6589196)
|
|
|
|
This makes the titanium foundry a little easier to build, as now the chemical reactor processing rutile and magnesium chloride can reach a 1:1 ratio, which is much easier to manage than the previous 5:3 ratio. Magnesium chloride recipe EU/t is increased to keep the overall EU consumption the same (312000EU).
|
|
|
|
|
|
Remove glass from universal fluid cell
|
|
Changed circuit used in production of sulfur dioxide to prevent indirect conflict mentioned
https://discord.com/channels/181078474394566657/522098956491030558/908819460318703667
|
|
|
|
re add red steel and Blue Steel recipe (hv)
change fluid tank in Ev Mixer
|
|
|
|
|
|
|
|
fix Black bronze and Bismuth Bronze recipe
|
|
|
|
Remove sulfuric acid dupe in ITNT production cycle
|
|
Currently, it's 100L sulfuric acid -> 200L nitration mixture -> 200 diluted sulfuric acid -> 133l sulfuric acid. This sulfuric acid gain makes no sense at all. This change would reduce the sulfuric acid gained from recycling to 100L, the same as what you put into the reaction, making it sulfur neutral instead of sulfur positive.
|
|
(cherry picked from commit 81c04f063a6b550dbf83ea7f59c387948418fa97)
|
|
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/8787
(cherry picked from commit d78eaaa01fc183568040702f321b9ba12c3f2407)
|
|
|
|
|
|
|