Age | Commit message (Collapse) | Author |
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Conflicts:
src/main/java/gregtech/api/enums/MaterialBuilder.java
src/main/java/gregtech/common/GT_RecipeAdder.java
src/main/java/gregtech/common/tileentities/machines/multi/GT_MetaTileEntity_BronzeBlastFurnace.java
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
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Conflicts:
src/main/java/gregtech/GT_Mod.java
src/main/java/gregtech/api/enums/Materials.java
src/main/java/gregtech/common/GT_Proxy.java
src/main/java/gregtech/common/blocks/GT_Block_Casings4.java
src/main/java/gregtech/loaders/postload/GT_MachineRecipeLoader.java
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
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Conflicts:
src/main/java/gregtech/loaders/postload/GT_MachineRecipeLoader.java
src/main/java/gregtech/loaders/preload/GT_Loader_Item_Block_And_Fluid.java
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
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Large Chemical Reactor Circuits: Elite -> Advanced
Inert Machine Casing: Clean Stainless Steel Casing -> Solid Steel Casing
Fluid Cells can now also be made from Steel and Polytetrafluoroethylene
Fixed the name of Plastic and PTFE Fluid Pipes.
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Blast Furnace Recipes using Coal or Charcoal now yield Dark Ash instead
of Ash.
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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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Conflicts:
src/main/java/gregtech/loaders/postload/GT_MachineRecipeLoader.java
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
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Conflicts:
src/main/java/gregtech/api/enums/ItemList.java
src/main/java/gregtech/api/enums/Textures.java
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
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fixed Glass Hammering consuming 40x more energy than intended
Fixed Hammer recipes that (presumably unintentionally) had 10EUt, 16
ticks instead of 16EUt, 10 ticks.
Renamed Dense Bricks -> Firebricks
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AdvMiner2 renamed; new tiers of OreDrillingPlant
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BrickedBlastFurnace
Conflicts:
src/main/java/gregtech/api/enums/Materials.java
src/main/java/gregtech/api/enums/Textures.java
src/main/java/gregtech/common/tileentities/machines/multi/GT_MetaTileEntity_BronzeBlastFurnace.java
src/main/java/gregtech/loaders/postload/GT_MachineRecipeLoader.java
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
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Conflicts:
src/main/java/gregtech/common/tileentities/machines/multi/GT_MetaTileEntity_Cleanroom.java
src/main/java/gregtech/common/tileentities/machines/multi/GT_MetaTileEntity_LargeBoiler.java
src/main/java/gregtech/loaders/load/GT_FuelLoader.java
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
src/main/java/gregtech/nei/GT_NEI_DefaultHandler.java
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This disables the Low Grav option if the Cleanroom is disabled.
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Added a new Casing for the Bricked Blast Furnace, GT_Block_Casings4, ID
15
Refactored the non-electric Blast Furnaces:
The Bronze Blast Furnace and the Bricked Blast Furnace extend a
superclass to ensure consistent behavior.
Subclasses only differ in texture, description, and Casing Block.
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# Conflicts:
# src/main/java/gregtech/api/gui/GT_GUIContainer_MultiMachine.java
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Bio Diesel can be produced from Seed Oil or Fish Oil.
Bio Diesel Production yields Glyceryl as a byproduct, which can be used
for Dynamite production.
Alcohols have their fuel value reduced by 20000 per Oxygen atom
Increased the potency of Dynamite in the Implosion Compresser so that
dynamite recipes actually show up.
In return Dynamite now needs more Glyceryl Trinitrate: 150 -> 500
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Universal Distillation recipes now utilize the solid output.
Fixed the chemical formula for Tetranitromethane and fluid name for
NitroDiesel
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Four tiers of Ore Drilling Plant
I - radius is 3 chunks MV+ (default)
II - radius is 4 chunks HV+
III - radius is 6 chunks EV+
IV - radius is 9 chunks IV+
New behavior:
- pick pipes after mining finish
- extract ore block before moving down
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Plastic has been rebalanced as a Material that strictly only becaomes
available with MV.
To avoid circular dependencies MV Chemical Reactors no longer strictly
needs plastic.
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it's machine inventory, causing the second output to be voided.
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Fluid cracking can be done with either Steam or Hydrogen and at 3
different severities for a total of six different recipes.
Cracking severity is controlled with a programmed circuit.
Removed the previously used liquids for cracked light fuel/heavy fuel
Changed the Distillation Tower recipes so they can utilize up to 11
fluid outputs
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Conflicts:
src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
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Added a new plastic: Polyvinyl Chloride, currently only used for item
pipes
Added Polytetrafluoroethylene Fluid Pipes
Fixed the number of fluid cells for polymerization, Fixed the default
alpha value for the MaterialBuilder class
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Implemented new recipes for Gunpowder, Saltpeter, Sulfuric Acid
Gave Sulfur dust a burn value (1600, the same as coal)
Made all chemical recipes stoichiometrically correct whenever possible
(2 H + 1 O -> 1 H2O instead of 2 H + 1 O -> 3 H2O)
Added a convenience method to Materials that lets you get dust
succinctly
Put all simplified recipe additions in a separate method, the config is
still missing
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Acid,added utility methods to get Material cells or integrated circuits,
it's now possible to declare a temperature for automatically created
fluids / gases
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to no longer have recipes for filling cells.
The reason for the bug was that the bit flag 256 is already in use to
designate something as empty.
Since only bit flags up to 128 were documented I had unwittingly used
the 256 bit flag for fluid creation.
The documentation now informs about the function of 256.
Automatic fluid and gas creation are now controlled via booleans.
Big thanks to Techlone for helping me debug.
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production
Expanded the GregTech API: There is now a convenience method for
automatically creating polymerization recipes.
Disabled recipes for the Salty Water Potion in favor of a new Salt Water
fluid.
Slightly nerfed Sulfuric Acid production from Sulfur and Water to make
them align with other acids and bases (1 Dust / 1000L Chemical + 1000L
Water -> 1000L acid/base)
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Created an adapter class for creating materials.
Materials now have bit flags for automatic gas/fluid creation.
Added a new convenience method for adding distillery recipes.
Recipes now show the exact recipe duration instead of the duration
rounded down to the nearest int.
Added new Materials with relevant recipes:
Acetic Acid, Acetone, Calcium Acetate, Charcoal Byproducts, Carbon
Monoxide, Ethanol, Ethylene, Methanol, Methyl Acetate, Polyvinyl
Acetate, Propene, Sulfuric Ethylene, Vinyl Acetate
Made vinegar visible.
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stone dust, sand, and flint
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