Age | Commit message (Collapse) | Author |
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Fix some misnames and allow toggling batch mode with wire cutters (while shifting)
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Boilerplate
* Removed cursed galacticraft dependency. Sorry mitch :(
* spotless
* Spotless
* Update GT_Loader_MetaTileEntities.java
* Update to EMS casing
* Finalize multi
* Renamed
* Small tooltip fix
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Co-authored-by: ah-OOG-ah <75745146+ah-OOG-ah@users.noreply.github.com>
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* Create basics of new multi
* Fix forming and recipe processing. Fix tiering and display tiers in waila
* Add textures, clean up some code, rework bonus calculations
* Apply spotless
* add amp limit
* update deps
* Revision: Add 128 mininum casings needed and tooltip
* Revision: Change extended class to ExtendedPowerMultiBlockBase
* Revisions: remove unecessary call to getBaseMetaTileEntity().sendBlockEvent
* Revisions: revised code to break out calculations and show in waila, update calculations to be more inline with other multis
* Finished some other changes and formatting, moved things to lang file
* Update GT_Loader_MetaTileEntities to use star import
* Update src/main/java/gregtech/common/tileentities/machines/multi/GT_MetaTileEntity_MultiAutoclave.java
* spotless
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: Mary <33456283+FourIsTheNumber@users.noreply.github.com>
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* fiddling around with frame boxes
* more fiddling
* am trying
* frames exist
* fix frame rendering in inventory
* Fix in world frame rendering
* Apply cover to dumb frame
* continue work on frames
* apply covers to correct side and fix crash on load
* Test permissions
* fix oredict for new frames and create recipes
* fix waila names and drops (kind of)
* fix drops
* mostly all working
* remove old comment
* fix structurecheck using new frames
* create the TE transformer
* it didnt work
* dont modify tes we dont want to modify (needs future postea update)
* it works!
* item transformer works too
* spotless
* add more method overrides from generic gt block?
* update postea
* fix postea transforming items in reserved frame range that were not frame boxes
* fix tesla tower structurecheck + capacitor hatch crash
* Update src/main/java/gregtech/common/blocks/GT_Block_FrameBox.java
Co-authored-by: Alexander Anishin <14104815+OneEyeMaker@users.noreply.github.com>
* Update src/main/java/gregtech/common/blocks/GT_Block_FrameBox.java
Co-authored-by: Alexander Anishin <14104815+OneEyeMaker@users.noreply.github.com>
* Update src/main/java/gregtech/common/blocks/GT_Block_FrameBox.java
Co-authored-by: Alexander Anishin <14104815+OneEyeMaker@users.noreply.github.com>
* Update src/main/java/gregtech/common/blocks/GT_Block_FrameBox.java
Co-authored-by: Alexander Anishin <14104815+OneEyeMaker@users.noreply.github.com>
* Spotless apply for branch dumb-frames for #2799 (#2953)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
* remove extra null check
* Update src/main/java/gregtech/common/blocks/GT_Block_FrameBox.java
Co-authored-by: Alexander Anishin <14104815+OneEyeMaker@users.noreply.github.com>
* remove more messy instanceof checks
* Spotless apply for branch dumb-frames for #2799 (#2954)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
* remove unnecessary null check
* try fixing facade color
* Update src/main/java/gregtech/loaders/preload/GT_Loader_MetaTileEntities.java
Co-authored-by: Alexander Anishin <14104815+OneEyeMaker@users.noreply.github.com>
* small cleanup in framebox gen code
* swap material for frame box block
* fix description
* make getMaterial static and add fix AE cover color
* nicer casts + localize tooltip in frame block instead of stealing old localization
* draw grid on cover hover
* add a null check in getTexture() that hopefully fixes crash in full pack when interacting with frame boxes
* also draw grid when hovering with wrench
* add chemical element back to tooltip
* fix breaking frame not causing structure update
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: Alexander Anishin <14104815+OneEyeMaker@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* wrap MTE ids print into a debug option
* remove EnsureToBeLoadedLast config
* exit early
* spotless apply
* making collision checks optional by default
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* round 1
* RS-AL recipes
* round 3 with a bit of cleanup
* round 4
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Bank/Assline Connector hatches (#2918)
* Replace all instances of Master/Slave dynamic
* Rename to avoid confusion
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Co-authored-by: GirixK <GirixK@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* remove unused config "HardCoreCableLoss"
* remove unused config "DisableIC2Cables"
* remove unused booleans
* Spotless apply for branch sort_recipes for #2897 (#2898)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
* remove unused config "NerfCombs"
* remove unused config "NerfCrops"
* remove unused config "ArcSmeltIntoAnnealedWrought"
* remove unused boolean
* remove unused config "online"
* remove unused stuff
* remove unused config "HardMachineCasings"
* remove unused config "NerfDustCrafting"
* exit early
* remove unused config "harderstone"
* decouple recipes from machine registration for
alloy smelter, arc furnace, assembler, autoclave, bending machine, canner, printer, recycler, sifter, slicer, thermal centrifuge, unpackager, wiremill
* decouple recipes from machine registration for
microwave, polarizer,plasma arc furnace, oven, ore washer, mixer, microwave
* decouple recipes from machine registration for
forming press, laser engraver, lathe, macerator, matter amplifier
* decouple recipes from machine registration for
centrifuge, extruder, fermenter, fluid canner, fluid extractor, fluid heater, fluid solidifier, forge hammer
* decouple recipes from machine registration for
chemical bath, chemical reactor, circuit assembler, compressor, cutting machine, distillery, electric furnace, electrolyzer, electromagnetic separator,
extractor
* spotless apply
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Remove redundant inputSeparation=true call
* Remove deprecated MetaTileEntity#isDisplaySecondaryDescription
* Always use ModularUI
* Remove useModularUI
* Remove unused GUI features
* Remove IGlobalWirelessEnergy
* Remove CommonValues.V & CommonValues.VN
* More deprecation cleanup
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Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* GT music system
* Minor fix for some glitches when switching dimensions with P2Ps on both sides
* Most features implemented except headphones
* Implement wireless headphones
* Disable debug mode
* Spotless
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* add forbidden getModItem calls
* remove bartworks gmi
* remove goodgenerators gmi
* spotless
* no more literals in getModItem calls
* fix kekztech calls
* fix kubatech calls
* fix gregtech calls (1/?)
* move WA from NHCore to GT5U
* MTE enum expanded with bw values
* MTE enum expanded with tectech values
* fix inversion
* fix gregtech calls (2/?)
* copied enum from NHCore to GT5U and moved machine hulls
* moved plasma gens and alloy smelters
* moved machine matter amplifiers, assemblers, scanners, Pump, transformers
* moved battery buffer 1,2,3,4, battery charger 4x4, dynamo hatches, energy hatches
* moved wet transformers, hi amps transformers, turbo chargers, chest buffers, rock breakers, input hatches, output hatches
* moved circuit assemblers
* moved chemical bath, chemical reactor, fermenter, fluid canner, fluid extractor, fluid heater, mixer
* moved autoclave, bending machine, compressor, cutting machine, distillery, electric furnace, electrolyzer, electromagnetic separator, extractor, extruder, fluid solidifier, forming press, forge hammer, lathe, precision laser engraver, macerator, matter fabricator, microwave, washing plant, polarizer, recycler, replicator, sifter, slicer, thermal centrifuge, wiremill, arc furnace, centrifuge, plasma arc furnace, canning machine
* moved batteries
* comment
* spotless apply
* yeet * imports
* bronze blast furnace is no more since a while
* sanitize kubatech MTE registration
* merge GG's MTE enum into GT5U one
* fix gregtech calls (3/4)
* fix gt++ calls (1/?)
* small cleanup
* fix gt++ calls (2/3)
* fix gt++ calls (3/3)
* temporary test
* fix config
* Revert "temporary test"
This reverts commit ad99b8a4736794aab1d01ff453809c6f7e721724.
* disabled the GT check until GTNH-Intergalactic is merged into GT5U or at least its GT5U parts
* spotless apply
* dumb dumb
* fix dynamic access to CustomItemList
* update tests
* fix scala test
* fix script?
* fix script?
* actual fix?
* there we go!
* yeet GT for now, until we move the EOH Controller recipe somewhere else
* fix dep
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* Removed cursed galacticraft dependency. Sorry mitch :(
* spotless
* Spotless
* Update GT_Loader_MetaTileEntities.java
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Co-authored-by: ah-OOG-ah <75745146+ah-OOG-ah@users.noreply.github.com>
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* Remove Dependancy
* Now rendering again
* Spotless Apply
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* Faster dev boot times (120s --> 80s while profiling)
* Clean up sloppy hard deps and properly gate them behind isModLoaded() checks.
* Include CoreTweaks as runtime only non publishable for faster boot as well
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* Added the miniature wormhole generator
* Updated structure & tooltip and added hatch hask
* Fixed controller promotion not working
* Initial work wormhole render + spotless + git strangeness
* Fix wildcard imports
* Removed redundant code + added more reasonable defaults
* fix
* sa
* Remove debug print statements
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: CookieBrigade <138534411+cookiebrigade@users.noreply.github.com>
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* fix battery oredicts
* fix more battery tiers
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* first push to use new Materials for circuits
* dont deprecate or redefine ultimate
* sa
* move it
* second round
* dont deprecate or redefine advanced
* part 3
* part 4
* part 5
* part 6
* mini fix
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* Add barebones PurificationPlant class
* Make simple 3x3 structure to form purification plant
* Add base purification unit class and dummy sifter unit MTE
* Make sifter unit form
* Fix accidental wildcard import
* Implement basic linking of units to controller using data stick
* Make linking more robust, save bidirectional links, add scanner output
* add linking range, error message and unregister old controller when re-linking
* Add link status of purification units to waila body
* Disable maintenance issues on purification plant units
* spotless
* Check structure of linked purification units in main controller
* Remove all star imports
* Small refactor to avoid updating status from main controller
* spotless
* Attempt to document current code
* Convert some comments to javadoc
* Implement basic processing cycle, sync it with linked purification units
* Make water purification plant drain power
* Calculate power drain from active units and remove controller power drain
* spotless
* Add very barebones recipemap
* Fix recipemap name in lang file
* spotless
* Fix purification unit recipemap name
* spotless
* more sane amount of max fluid outputs
* add some item outputs to sifter unit
* Very simple recipe processing, may be buggy
* spotless
* Implement recipe failure
* Implement void protection for purification units
* spotless
* buff item output odds slightly
* Add WIP grade 1 structure
* spotless
* Store base success chance in recipe metadata and display it in NEI
* Fill sifter plant with water
* Add comment
* Allow construction sifter unit in survival
* Implement water boost
* Fix water boost allowing output chance to go over 100%
* Implement failed recipes outputting lower tier water
* Fix typo
* Fix deformed purification unit still drawing power
* Slightly refactor recipe check so base class can read result
* Create empty ModularUI container for purification plant
* The great gui struggle part 1
* More gui struggles, we have a button now
* Adjust button text and size
* gui wars: the rise of the sync
* gui wars: a new hope
* fix the sync
* is pengu old enough to know exceeder?
* Fix being able to link the same unit multiple times
* Sync status string to client
* Sign sifter with my name
* Show status somewhat properly
* Adjust sifter base chance and structure
* Fully implement sifter unit
* More tooltip refactoring
* Add structure info to sifter tooltip.
* nitpicking tooltips
* Adding sound to Purification Plant Main Unit.
* fix star imports
* Add basic coagulator unit, add recipemap for it
* Write coagulator tooltip
* comma nitpicking
* more tooltip work
* small refactor to purification plant controller
* start work on custom recipemap frontend
* Fully implement coagulator
* Update structure requirements in tooltips
* Move controller text in structure tooltips to be consistent
* fix NPE on world load
* Add base ph adjustment unit MTE
* Add info to main controller and energy hatch check
* Fixing tooltip of Main Controller & Energy/Exotic Hatch check.
* Create full pH adjustment structure
* disallow any voiding on purification unit
* Small custom RecipeMap frontend for ph adjustment
* Generate random initial pH value
* Implement inserting NaOH and HCl to adjust pH
* Add easter egg
* Implement pH sensor hatch
* Properly consume HCl and round pH value to 2 digits
* Write ph adjustment unit tooltip
* Tooltip nitpicking
* Try to fix some structurelib hints
* More trying to fix hints
* Add industrial strength concrete casing block
* Add water loop sound to the game
* Document random initial pH in tooltip
* Add glass material base
* Fix spotless formatting in Textures docs because I cannot take it anymore
* Add glass texture
* Try adding transparent glass
* Transparent glass working
* Create pH resistant glass and update pH structure to use it
* Create full structure for main purification plant
* Create custom water purification casing block
* Properly balance ferrous wastewater reprocessing and reduce input by a factor 10
* Add pH factor to NEI tooltip and fix coagulator structure
* Structure tooltip for Purification Plant base
* Add GT_Block_Glass2 and properly set maxMeta
* Add Tinted Industrial Glass blocks
* Fix BlockCasing9 not showing custom tooltip
* Register tinted glass as EV glass
* Add sterile water plant casing and revert tooltip change
* Mention required water in sifter tooltip
* Add more textures and casings
* Add more textures, sounds and add structure info for pH adjustment
* Rename sifter unit to clarifier
* Rename coagulation unit to flocculation unit
* Add activated carbon line
* Fix unintended activated carbon recipe
* Add activated carbon filter
* Add polyaluminium chloride + solution
* Add new custom textures by @BlueHero233
* Wip recipe page with new background for flocculation
* Fix flocculation background image mostly
* Finally aligned the slots
* angery mumbles
* Finish flocculation recipe page
* All the recipe pages!
* Add new reworked textures
* Fix ph adjustment being t3 instead of t4
* Fix invisible casing
* apply chembalance to polyaluminium chloride properly
* Fix ferrous wastewater -> flocculation waste liquid
* Move flocculation to grade 3
* create ozonation unit with placeholder blocks
* add new blocks for ozonation with placeholder textures
* Add water to ozonation structure
* Create ozone gas material
* Add ozone recipe
* Add textures for ozone unit
* Add sound loop for ozonation
* fix
* implement ozonation mechanics
* Finalize ozonation tooltip
* Create dummy plasma heater multi
* Update textures for plasma heater
* Add grade 5 recipemap
* Add hatches to plasma heater multi
* Add basic plasma heating unit variables
* Implement plasma heating unit mechanics
* Add plasma heater tooltip
* Add structure info to plasma heater tooltip
* fix ozonation tooltip, add frontend
* Fix positioning on ozonation tooltip and fix plasma heater crash
* Add UV treatment MTE and structure without textures
* Revert accidental addition of debug dependencies
* Add initial version of uv unit textures
* update naquadria casing, add water color gradient
* Some minor cleanup and added docs
* Create lens housing bus
* Add lens bus to UV treatment unit
* Add lens indicator hatch
* Merge GT_MetaGeneratedItem_03.java
* Add lens indicator hatch
* Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe
* Implement lens swapping mechanic
* Clean up first lens swap
* Fix uv recipemap lang and move lens cycle to recipe
* Write uv treatment tooltip
* Add sounds for uv and plasma steps
* Create empty degasifier class
* Create temporary debug structure for degasifier
* set temp casing index for degasifier
* create degasifier control hatch
* create slightly less temporary but still temporary structure for degasifier
* Start impl of degasifier
* fix fluid consumption and nbt loading of degasifier
* Degasifier implementation should work now
* Rename and reformat some things and start work on degasser tooltiop
* give last bit much lower chance of being on to avoid cheesing
* Finish degasifier tooltip
* Integrate some deleno lore
* hopefully fix all moved casing meta ids after merge
* Create finalized degasser structure
* Integrate more deleno lore
* Add even more lore
* Create placeholder particle catalysts and fetch particle items from gt++
* Fix wrong casing and recipemap localization
* Create parallel config menu
* refactor purification recipecheck slightly
* implement parallel amount on water i/o and power
* add tooltip info about parallel config
* fix text
* update block names in structure tooltips
* create structure tooltip for degasser
* create textureless quark catalyst items
* add the purple glass
* fix lore typos
* fix some casing indices
* remove concrete floor from water plant and reword tooltip
* fix main plant structure and add placeholder structure for t8 step
* fix structurecheck for main plant and add random catalyst generation for t8
* implement basic mechanics for particle extractor (wip)
* Create plasma heater frontend
* implement final mechanics and bugfixes for particle extractor
* add recipes for re-aligning quark catalysts
* add simple recipes for catalyst alignment
* initial replacement of purified water in engraver recipes
* add purified water to all wafer cutting recipes
* fix purified water amounts
* buff quark cyclotron recipe again
* extract t8 unit casings into their own icons
* Write initial tooltip for t8 module
* add purified water to mask recipes
* Add recipe comparator to show low tier purified water recipes first
* add min casing check to waterline multis
* buff ozone production
* update t8 structure
* make purified water optional again for naq wafers
* Fix blockrenderer for purification plant
* fix nei previews
* fix nei
* really fix nei this time
* add t8 lore
* fix hatch recipe locking blocking automation on some steps
* try to solve weirdness with grade 3 recipe
* fix issues with recipecheck
* fix missing null check
* make ph sensor use a strict inequality check
* fix min casings on t5
* significantly nerf purified water usage for beamline masks
* disable void protection for waterline
* small adjustments to t6 unit
* more small adjustments to t6 unit to prevent easy automation cheese
* fix degasser redstone output and missing return statement
* remove water QFT catalyst recipes
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Co-authored-by: Tianyou Mei <meitianyou94@gmail.com>
Co-authored-by: OlliedeLeeuw <ollie.riemersma@xs4all.nl>
Co-authored-by: Ollie_de_Leeuw <154506304+OlliedeLeeuw@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Laser engraver boilerplate and structure
* Made a rough, untextured laser renderer
* Laser renderer is kind of functional
* Laser renderer follows curve
* Laser turns on/off when recipe is running
* Sampsa laser
* Color changing boilerplate
* Registered all gt lenses
* Fixed default renderer to white
* NBT reading functional
* Stole SE code to try and get TE working. It does not
* Laser renderer finally functioning with more than 1 laser!
* Moved tick count to TileLaser so lasers don't tick each other
* Implemented laser source hatch
* Structure update + spotless
* Switched to the GT_Values tier list
* Update tooltip and message player about rendering toggle
* Allow fluid input/output
* Attempting to give proper name to laser plate
* Fixed laser plate name
* New laser plate texture
* New casing just dropped
* Allow UMV glass to use any laser source
* Switched laser to a simple line renderer instead of a model
* Fixed hatch texture I missed earlier
* Spotless
* Controller textures
* render: New laser renderer
- Use GL quad rendering instead of line rendering to fix scaling
- Set lightmap coords (Emit bloom glow with shaders)
- Set opacity to 1.0
- Slight cleanup
* Got rid of the old laser model
* Tweaked some numbers on the renderer
* Spotless
* cleanup
* I give up on rotation, I've spent too much time trying to get this to work
* Got block item working I think
* Fixed tooltip for laser and multicanner
* Support bartworks lenses
* Finishing touches
* Removed unneeded assignment
* Allow UXV lasers to do all recipes
* Forgot to call super for nbt data...
* Replace magic numbers
* oops, spotless
* Another magic voltage number
* Rotations and mirror flips
Now with spotless
* fixed west/east
* ok but actually fixed now, mixed up west/east with north/south
* Updated laser source snapping to account for rotation being allowed
* Cleanup rotation axis and remove unecessary nbt
* Re-added nbt but actually load it properly now
* Fix NEI displaying lots of hatches
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Co-authored-by: LekKit <50500857+LekKit@users.noreply.github.com>
Co-authored-by: BucketBrigade <apple12a1@hotmail.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* first few files outlining new lathe multi
* MultiLathe: Attempt to add tiers based on pipes
* MultiLathe: Added Item Pipe Casing blocks and tiers
* MultiLathe: Finished Machine and its mechanics
* MultiLathe: Add recipe map and recipes for new precision lathe mode
* MultiLathe: Apply Spotless
* Revert recipe map changes
* remove a few more recipe additions
* revert to basic lathe recipe map for the multi
* fix imports and make them all explicit
* remove a few more * imports, update tooltip info
* Update src/main/java/gregtech/common/blocks/GT_Block_Casings11.java
Co-authored-by: Mary <33456283+FourIsTheNumber@users.noreply.github.com>
* Added to the texture list documentation for blocks
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: Mary <33456283+FourIsTheNumber@users.noreply.github.com>
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add meat macerating recipes
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* Built multi template with required methods in gt++.
* Filled out template based on gt++ electrolyzer code
* Refactored into gregtech. Not supposed to add multis to gt++, whoops!
* IntelliJ "smartly" deleted all of the imports in GT_Loader_MetaTileEntities and replaced it with a wildcard import... which caused it to fail checkstyle. Thanks so much, IntelliJ.
* Figured out how to make IntelliJ Stop Doing That
* Added author tag and vac freezer texture for testing.
* Registered casing, working on getting texture functional
* Added casing texture
* Fixed structure check and added processing logic. Multi now forms and can run EMS recipes
* Added overlay textures
* Made new Casings10 class and added EMS Casings to it. Texture mesh now functions
* Made controller match casing mesh
* Shifted Casings10 to an actual page number instead of magic number. Now sits on page 16, following where waterline casings will be implemented in future
* Added Electromagnet Housing. Has no texture, but you can place an open its inventory
* Added electromagnets and their texture files
* Multi now requires EM housing and breaks if there are 2
* Electromagnet Housing has proper texture and can be wrenched. Also has a placeholder overlay
* Tooltip updates. Added pollution
* Electromagnet tiers modify processing logic. Some issues remaining
* Prettier switch & spotlessApply
* Multi now validates electromagnet before recipe check. Also added a machine casing texture
* Pollution fix
* Support for exotic energy hatches added. Recipe check fails if electromagnet is too weak
* Stack size of 1 for electromagnets
* New electromagnet textures
* Final pass on EM textures. Also, EM Housing uses IV hull as base texture instead of ULV
* Put in placeholder-ish recipes for controller/casings/EM housing
* Placeholder recipes for electromagnets. Also fixed structure check, whoops
* Renamed multi to Magnetic Flux Exhibitor
* MFE can run as a polarizer
* Fixed exotic warning getting stuck
* Attempted to add assline recipes, not working
* Fixed assembling line recipe templates. Thank you chochem <3
* Fancied up tooltips
* Fixed parallel issue
* Updated recipes. Will have to move them to coremod
* Nerfed speed on all electromagnets
* sa
* Restricted MFE to multiamp non-laser.
* Spotless
* Animated Mag hatch
* Added glow
* Removed pollution. I am a gentle soul
* Addition to structure check
* Disabled wireless laser compatibility
* sa
(cherry picked from commit 155cf4dd7284ca84bd9be79f11b6f577b38a4e0d)
* spotless
* Removed all recipes. These have been replaced in the coremod
* -Removed unnecessary structure check
-MIN_CASING final
-Baps author tag
-Refactored mMagHatch to not be a list
-Added tooltip builder in MagnetTiers
* Forgot to run spotless
* Last minute tooltip fix for structure accuracy
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Co-authored-by: Dream Master <dream-master@gmx.net>
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* Ported changes from canner-dev branch because I have thoroughly messed up my branch management.
* Renamed multi, fixed textures, spotless
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* Merge MultiTileEntityBlockRegistryInternal into MultiTileEntityBlock
* Add a hard dep on NEID for meta extension
* Use in world block meta for MuTE ID
* Use one block per MuTE Registry
* Add WeakTargetRef
* Migrate `controller` reference for parts over to a non non cachable WeakTargetRef
* Migrate controller WeakReference usage to WeakTargetRef
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* remove arrows
* remove arrow classes
* remove arrow usages in ItemList
* less bullshit
* sa
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* remove crates
* Add placeholder oreprefix
To be used in cases where a prefix is removed that isnt at the end of a
list. Causes blank items for existing items
* spotless
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Co-authored-by: Caedis <Caedis@users.noreply.github.com>
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* blacklist ic2 ciruits from unificator
* fix 2 circuit oredicts
* move cleanroom assembler recipe
* remove unittest that needs nhcoremod to work
* fix electronic circuit recipe
* move recipe to better place and avoid duplicates
* move fluid filter recipe
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* testing
* Fix textures
* Adding Drops, still need to add furnace recipe
* Need to fix the multiple smelting recipes. otherwise stuff works.
* part 2
* Remove wip block code I added
* Moved it to a new processing file
* Fix Oredict and add a stone dust chance output. And added a config option for fortune bonus.
* Finally got Spotless to work
* fix config system set it in gregtech config with oredropbehaviour in gregtech.cfg
* Added new option and an option that returns it to the old behaviour.
* Moved the raw ores to meta3 since meta1 was full. (MetaID range fix)
* Fixing the MBM to only process small ores with fortune.
* New config option
* try to fix the recipes not working on Zeta
* Implement Caedis Fortune fix
* Added comment
* Spotless
* Fix stone dust amount from macerator
* Adding Raw ore to the OreFactory (Untested)
* spotless
* Update this to actually drop the amount number of stack, instead of the stack set to the amount
* New Random function for fortune
and shapeless crushing recipes for the raw ores.
* Fix
* Actually make the block per dimension.
* Fix an () issue. And make this actually work ingame. and not just randomly.
* Change back drops
Ned to look into Silk Touch more
* Enable Silk Touch
* Wth Spotless?, THIS made you complain?
|
|
* ichorium block fixes
* alu ingot fix
* iridium ore fix
* gt vanilla assembling fixes
* ic2 assembler recipe fix
* forestry assembler recipe fixes
* spotless
* electrolyzer
* more iridium ore fixes
* another ichorium block fix
* obsidian stick fix
* remove unused railcraft obsidian recipes
* remove disabled melon recipe
* bring custom plasma fuel values to code
* spotless
* remove most recipe config uses
* fully remove recipe.cfg
* dont change recipemapbackend for now
|
|
fix trapped chest recycling
|
|
|
|
* Add locale code support for lang manager
* Deprecate a method with aWriteIntoLangFile
|
|
* add magmatter
* add quark gluon plasma
* remove nanites
* forgot chem formula
|
|
* Add Drone Centre
* Apply texture and model
* Update en_US.lang
* Remove import.*
* Switch to block render
* Balance range and break chance
* Add recipe
* Spotless
* Update lang
* Fix recipe
* Rewrite connection system and UI
* Remove debuff party
* Spotless
* Fix server class not found
* A stupid enough recipe
* Another bad recipe
* Update tooltip & i18n
* Close it!
* Spotless
* Disable draggable
* prohibited remote control when centre is offline
* Rename
* Rename; Change specifiers
* Update texture
* spotless
---------
Co-authored-by: Martin Robertz <dream-master@gmx.net>
|
|
* Fixes/balance config
Fixes that the ax and saw do not break ladders
- ability to toggle ore multipliers for ore Nether and End
- sneaking with a scythe/plow allows you to break only 1 block
* Fix copy paste typo
* Revert "Allow tools to break stuff with a lower harvest level (#2435)"
This reverts commit ba1a9b290a09e39b100ff8d9f1f5e70cdc3f0fab.
|
|
Default is to keep them enabled
|
|
* Fix MuTE structure check and power intake (#1975)
* Fixed casing lists being cleared for every checked structure piece
* Fixed power being taken from any side BUT the right one
* ACP Structure - Rebased (#1978)
* Added 2nd structure tier to ACR and make complex parallels depend on it
* Added tier 3 to 8 structure pieces to ACR
* Added disclaimer
* Renamed ACR to ACP because MV CR already is named ACR
* Add autopush functionality to MuTE (#1976) - fix conflict
* Working auto push
* Revert wildcard import
* Addresssed reviews
* Fix reference issue
* Minor MuTE fixes - Rebased (#1983)
* Fixed ACP recipe map
* Fixed controller side being used instead of part side when accessing tanks
* Fix Structure not forming (#1984)
* fix cables not connecting
* fix structure and don't store controller
* Add missing tooltips (#1981)
* Add missing tooltips
* Address blue's change
* Distillation MuTE (#1989)
* Started work on DT MuTE
* Renamed methods so they also make sense when used horizontally
* MuTE Upgrade Casings - Rebased (#1988) - fix conflict
* Added cleanroom upgrade casing
* Added inventory and tank upgrades
* Added tooltips to mute casings
* Added power upgrades
* Set player UUID when placing MuTE
* MuTE fixes (#1991)
* Fixed pipes not connectable to MuTE casings
* Fixed not all things being renamed to ACP
* Fix running in obf
* fix for real yo
* Add a Generic Processing Logic and extract methods - Rebased (#1992)
* add a generic processing logic
* calculate tier in another method
* calculate power logic in another method
* Add Layered Coke Foundry (#1995)
* Add the Foundry class and call it
* Foundry name correction
* Buildable stackable structure
* Fixed min stacks and added motor casings
* checkMachine override for custom checking
* Working checkMachine for all stacks, and recipes
* Fix getOutputFluids
* Change recipe processing to GenericProcessingLogic
* Change inventoryName to protected for override
* Override checkRecipe for multis that consume EU
* Rename class and add inner walls to multi
* Structure update and other fixes
* Fix processing logic being static
* MuTE inventory upgrade logic (#2082)
* Catch potential NPE
* Don't load name when it doesn't exist
* Potentially cause weird non-replicatable issue where registry ends up with different key
* Use proper block removal method
* Validate index before using it
* Don't open controller GUI from inventory upgrade
* semi-working concept
* sync the ID of the inventory upgrade to correctly remove it later
* remove unneeded boolean
---------
Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
* fixed layeredCokeBattery checkMachine to prevent 'already in building state' (#2099)
* MuTE casing structure element (#2105) - fix conflict
* Added class containing MuTE relevant structure elements
* Migrate MuTE to new structure element
* Formatting fix
* Use int array instead of int hashmap, since its expected these arrays will never get long enough to be faster as hashmap
* Delete old code
* Cache MuTEs for non-instance specific actions (#2109)
* Introduce map of cached TEs, which are used to perform actions that don't require a specific instance of the TE. This prevents constant creation of new TEs
* Remove static modifier from map of cached TEs
* First Modular Upgrade Casings Implementation (#2142)
* Base support for Heater MUCs
- Define Heater upgrade casings;
- Create the 5 tiers of Heaters;
- Add method to increase and decrease count.
* Refactor the cache of MUCs in structure
- Change the way that each MUC is counted: since there will be several types, the integer that counted heaters is now a hashmap that divides all MUCs based on their type and tier, to be counted separately from each other.
* Add Insulator MUC
- Add second MUC type (insulator) to test alongside heaters on the Layered Coke Battery.
* Fix MUC count reset
* Refactor MUC implementation into subclass
- Move the new methods and hashmap away from the base classes, and onto a s specific one that won't be used by unrelated multiblocks.
* Remove empty lines
* Refactor MUC implementations into subclasses
* Requested fixes in StackableModularController
* Change hashmap keys to an enum
* Hashmap getter for load order purposes
- Added a getter that generates the default value for the hashmap if it is null, due to problems with load order;
* Apply spotless
* NotNull annotations
* More Additions to MUCs and the LCB (#2215)
* Fix old LCB multi name in some locations
* Refactor mucMap and override checkRecipe
- Refactor mucMap to an array of primitive integers instead of the wrapper type, for ease of use with other methods such as stream;
- Override checkRecipe for custom recipe behavior on MUC multis, to be implemented in a future commit;
* First implementation of bonuses and MUC requirements
- Change EU/t and recipe duration of this multi based on the count of different MUCs in the multi;
- Fail the structure check based on the count of each of the allowed MUCs.
* Parallel count implementation
- Calculate parallels based on the count of base MUCs, the cheapest option amongst the possibilities, in this case heaters;
- Added more abstract methods to require specific values from the multi classes.
* Fix parallel count and processing
- Fixed the handling of parallels by pointing to the corrent maxParallel variable in ProcessingLogic.
* Test of parallels with additional amp input
* Structure fix for the intended LCB
- Changed MUC placements to match what I intended at the beginning, to better test the multi.
* One more comment
* Remove checkRecipe override
* Refactor Item and Fluid to be in separate logic classes (#2178) - fix
conflict
* basics of inventory logic
* mostly working item logic
* working nbt saving/loading
* fluid handler
* FluidSlotHandler WIP
* fluid handler mostly working
* remove fluid handler from gt5u
* prepare for conversion
* use correct imports
* spotless
* more controller logic
* spotless
* final refactor. migration next
* spotless
* add more methods to logic classes
* convert almost everything to use new Logic
* spotless
* make mute casing mode an int
* allow pump cover to work with FluidInventoryLogic
* pumps work
* spotless
* make item inventory logic work with every item input thing
* rework Fluid Inventory Logic to work with all fluid inputs
* spotless
* address annotation reviews
* finish off todos
* missed to dos
* cleanup
Coke oven will get a new GUI when i get to it
* address review
* prevent npes from ControllerXXXLogic
* null checks
* remove accidentally added methods
* fix missed return
* fixes after rebase - fix conflict
* Laser Engraver Multi. (#2223) - fix conflict
* saving.............
* clean up
* savin
* Small fixes + Adding back stuff, Crashes you and spams logs.
* fix stack overflow
* Fixes
* Fixes
---------
Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
* Add TickableTask (#2216)
* Add autopush functionality to MuTE (#1976)
* Working auto push
* Revert wildcard import
* Addresssed reviews
* Fix reference issue
* MuTE Upgrade Casings (#1988)
* Added cleanroom upgrade casing
* Added inventory and tank upgrades
* Added tooltips to mute casings
* Added power upgrades
* Set player UUID when placing MuTE
* Add a Generic Processing Logic and extract methods (#1992)
* add a generic processing logic
* calculate tier in another method
* calculate power logic in another method
* MuTE inventory upgrade logic (#2082)
* Catch potential NPE
* Don't load name when it doesn't exist
* Potentially cause weird non-replicatable issue where registry ends up with different key
* Use proper block removal method
* Validate index before using it
* Don't open controller GUI from inventory upgrade
* semi-working concept
* sync the ID of the inventory upgrade to correctly remove it later
* remove unneeded boolean
---------
Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
* MuTE casing structure element (#2105)
* Added class containing MuTE relevant structure elements
* Migrate MuTE to new structure element
* Formatting fix
* Use int array instead of int hashmap, since its expected these arrays will never get long enough to be faster as hashmap
* Delete old code
* Refactor Item and Fluid to be in separate logic classes (#2178)
* basics of inventory logic
* mostly working item logic
* working nbt saving/loading
* fluid handler
* FluidSlotHandler WIP
* fluid handler mostly working
* remove fluid handler from gt5u
* prepare for conversion
* use correct imports
* spotless
* more controller logic
* spotless
* final refactor. migration next
* spotless
* add more methods to logic classes
* convert almost everything to use new Logic
* spotless
* make mute casing mode an int
* allow pump cover to work with FluidInventoryLogic
* pumps work
* spotless
* make item inventory logic work with every item input thing
* rework Fluid Inventory Logic to work with all fluid inputs
* spotless
* address annotation reviews
* finish off todos
* missed to dos
* cleanup
Coke oven will get a new GUI when i get to it
* address review
* prevent npes from ControllerXXXLogic
* null checks
* Base work
* PollutionTask
* move package
* Fix generics
* Internal -> OverrideOnly
* rebase fix
* Ducttape addPollution
---------
Co-authored-by: Maxim <maxim235@gmx.de>
Co-authored-by: BlueWeabo <ilia.iliev2005@gmail.com>
Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
* Rework a bit of ProcessingLogic to fit MuTEs (#2283) - fix conflicts
* Add a way to enable or disable the crafting buffer on GPL multiblocks (#2218)
* add a way to enable or disable the crafting buffer on GPL multiblocks
* don't register the hatch either
* fix Refractory Capsule (#2219)
* Fix PAs overclocking ulv recipes too much (#2220)
* fix PAs overclocking ulv recipes too much
* make sure we save the returned value
* Fix Digital Tank capacity for Fluid Storage Monitor (#2217)
* Fix Digital Tank capacity for Fluid Storage Monitor
* Annotations
* Blacklist AE2FC drop and packet, and Chisel stones from Recycler (#2222)
* Fix recycler blacklist being sensitive to NBT
* Blacklist AE2FC drop and packet, and Chisel stones
* fix class loader issue
* Add detailed logging for ME hatches (#2224)
* Fix overclock calculator calculating eu/t use for ulv recipe wrong on certain parallel (#2225)
* fix overclock calculator calculating eu/t use for ulv recipe wrong on certain parallel
* make formula into its own method
* Fix drilling rigs, plants and concrete backfiller to fail with multiple energy hatches (#2227)
* max-1-energy-hatch-in-drilling-rigs.-plants-and-concrete-backfiller
* spotlessApply (#2228)
Co-authored-by: GitHub GTNH Actions <>
* revert
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* clear stale crafting input bus list (#2233)
* add ability to remove item data and use it for clay (#2229)
* Update buildscript (#2232)
* Fix server crash with RecipeFilter (#2231)
* Fix server crash with RecipeFilter
* Make client send filtered machines to server
* Use mUniqueIdentifier
* Fix a NPE w/ injecting into super/quantum chests (#2234)
When simulating an injection, if the stackSize > chest's capacity, it
causes a NPE when the internal chest is empty.
Also fixes a potential bug when void overflow is set; the chest should
return null in such a scenario regardless of simulation/modulation.
* Fix lag caused by getRecipeMap for PA (#2236)
* Experimental fix to prevent infinite loop in Grid destruction (#2235)
Co-authored-by: Firenoo <49818773+firenoo@users.noreply.github.com>
* Fix ME Output Bus and Crafting Input Bus overflow when save/load (#2238)
* Remove fire display from singleblock generator (#2240)
* Fix some output slots allowing insertion (#2230)
* fix overlay zfighting by disable depth test (#2226)
* Crafting input - Optimize isEmpty check to reduce lag (#2239)
* Optimize isEmpty check
* rearrage
* remove broken hsla recipe (#2241)
* Correct PCB Factory Energy Hatch description (#2237)
* Correct PCB Factory Energy Hatch description
Changes the PCB factory description (the one seen when holding shift) which currently says "Energy Hatches: 1+"
I believe this is incorrect and that the correct description is 1-2 energy hatches or 1 TT energy hatch.
I believe the PCB factory uses this, which checks for 1-2 or 1 TT:
public boolean checkExoticAndNormalEnergyHatches() {
if (mExoticEnergyHatches.isEmpty() && mEnergyHatches.isEmpty()) {
return false;
}
if (!mExoticEnergyHatches.isEmpty()) {
if (!mEnergyHatches.isEmpty()) {
return false;
}
if (mExoticEnergyHatches.size() != 1) {
return false;
}
}
return mEnergyHatches.size() <= 2;
}
* gradlew spotlessApply
* Correct file name on resource pack guide (#2242)
* Fix GT_RecipeConstants.Fuel (#2243)
* Update text (#2246)
* Fix startup tier for fusion NEI (#2249)
* Update the conditionals buttons and tooltips on covers to reflect their actual effects (#2244)
* Update redstone buttons and tooltips to better reflect actual use
* Spotless Apply
* Update GT_Cover_FluidRegulator.java
* Update GT_Cover_FluidRegulator.java
* Typo fix, Icon Improved and interactive blocking ui
- Fixed a typo in the world machine
- Fixed double button situation for conveyor belts.
- There was never any issue, the testing methodology gave me invalid results.
- Conveyor behaviour is in line with all the other covers affected by this PR/Branch.
- Updated icon for the machine state to be a miniature machine controller cover.
- Made the block/allow input section more interactive in order to better reflect the actual effect of these buttons.
- In import mode, it actually blocks the machine from outputting from that side.
* typos
I can't write to save myself sometimes
* Better text alignment
- Better text alignment
* fix typos
I swear I can't write to save myself.
---------
Co-authored-by: Martin Robertz <dream-master@gmx.net>
* Fix Orichalcum and Shadowiron smelting (#2251)
* fix orichalcum and shadowiron smelting
* add Alduorite and Chrysotile
* Fix tier display for Fusion NEI header (#2250)
* fix ulv recipes being broken again when under 1 tick calculation is taken (#2254)
* change way to fix zfighting (#2253)
* Crafting input hatches QoLs (#2200)
* Fixes + Detect Inventory Slot Changes
* support rename + check for updates
* add back onChangeListener + fix npe
* ICustomNameObject TileEntity
* Fix NPEs
* Use IInterfaceTerminalSupport
* fix
* register
* dep
* spotless
* General Crafting Input Hatch QoL fixes (#2212)
* feat: refactor naming && include circuit and catalyst in default name
* feat: add 4 more slot to solve my ocd
* fix: formatting
* feat: migrate from 4x8 to 4x9
* spotlessApply (#2213)
Co-authored-by: GitHub GTNH Actions <>
* QoLs
* 9 manual items
* spotless
* feat: open master GUI when used, without holding a data-stick (#2221)
* fix destpos
* optimize empty check
* Fix error when fluidInventory.size() == 0
If the fluidInventory size is 0, there is no element to get. Add a check
for it.
* name in waila + fix int overflow
* unnecssary super
* update deps
---------
Co-authored-by: Fox_white <39846845+foxwhite25@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Firenoo <49818773+firenoo@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
* Use real stack limit (#2256)
* Fix incorrect data stick behaviors for hatches (#2257)
* Fix pcb factory not applying its roughness multiplier when it doesn't OC (#2258)
* fix PCB Factory not applying its roughness multiplier when it doesn't do any overclocks
* spotless
* Remove duplicate obsidian long rod (#2259)
* disable gt obsidian long rod
* cleaner code
* Add hazmat to ThaumicBoots (#2260)
* Add hazmat to ThaumicBoots
does what it says
* fixed
* fix item names (#2263)
* Fix renaming recipe check might ignore NBT equality (#2261)
* Fix GPL ignoring if the recipe is allowed to be cached (#2262)
* Added bricked blast furnace recipe progress to waila. (#2265)
* Added bricked blast furnace recipe progress to waila.
* fixed formatting issues.
* Fix cutter recipes not being added (#2271)
* add processing task
* clean up item logic host
* temporary fix for GT_StructrureMuTE
* use j9+ feature on pollution task
* prepare complex parallel logic for transition
* feature to ProcessingLogicHost
* fix up multiblock bases
* add processing logic for each multi to prepare for transition
* spotless
* removed debug text from wailaBody of GT_MetaTileEntity_Hatch_CraftingInput_ME (#2272)
* Proper recipe selection for output overflow in LCR and other multiblocks (#2247)
* Implement Stream<FindRecipeResult> findRecipesWithResult for GT_RecipeMap
* Change ProcessingLogic.process to actually use new findRecipesWithResult
* Change ProcessingLogic.process to start finding something only for OUTPUT_FULL result
* Refactor ProcessingLogic.process to make logic more readable
* Replace while with for loop, remove NOT_FOUND return in end of findRecipesWithResult
* Apply spotless
* Make findRecipe use findRecipes, add annotation to GT_Recipe and FindRecipeResult for processRecipe and make method protected, replace wildcard imports
* Remake isRecipeWithOutputFullFound
* Add @Nonnull to methods
* Apply spotless
* Remove Stream version of findRecipeWithResult, replace with predicate one. Add GT_Predicated_Recipe_Map class for utilizing this method. Changes some existent recipe maps to inherit from base class.
* Remove GT_Predicated_Recipe_Map, add Predicate directly to GT_Recipe_Map#findRecipeWithResult. Add AdvancedRecipeValidatorPredicate and FindRecipeWithAdvancedValidatorResult to allow store validation calculations for further use and proper errors displaying.
* Fix InsufficientVoltage errors
* Changes according to review comments. Integrate FindRecipeWithAdvancedValidatorResult to FindRecipeResult, rename AdvancedRecipeValidatorPredicate, encapsulate AdvancedRecipeValidatorPredicate fields, fixes some typos, etc
* Moves InsufficientVoltage check to GT_ParallelHelper. Removes FindRecipeResult#State#INSUFFICIENT_VOLTAGE
* Return an old findRecipeWithResult
* Renames things, call old methods for singleblocks
* Renames things, makes FindRecipeResult ctor private
* Apply spotless
* Move RecipeValidator, fix comments typos
* update deps
* fix up complex processing logic
* add a getter for voiding mode
* fix getAccessibleSlotsFromSide being wrong sometimes
* allow for subtraction of a specific item
* use long for amount
* add a setter for machine host
* initial work on finding recipes and input consumption
* Deprecate PA by removing its controller recipe (#2273)
* Restore PA controller recipe (#2276)
* Restore PA controller recipe
* Remove duplicated recipe
* Add optional description to input hatch constructors (#2278)
* mini fix (#2204)
* [chore] Bump fallback version to 44 (#2274)
* find recipe in theory working
* add some helper methods to inventory logics
* update deps
* use collect not toList
* fix loading crash
* fix complex processing logic using wrong find recipe
* fix up everything and get recipe finding working
* annotate and clean up methods
* spotless
* save things to nbt
* input separation for mutes and fully working processing
* apply mute mode on processing logic
* clean up overrides
---------
Co-authored-by: chochem <40274384+chochem@users.noreply.github.com>
Co-authored-by: miozune <miozune@gmail.com>
Co-authored-by: Pxx500 <81298696+Pxx500@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: Harry <harryyunull@gmail.com>
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Co-authored-by: Jaiden Baker <jaidencolebaker@gmail.com>
* address minecraft's reviews from #2283
* Refactor MuTE processing logic (#2301) -fix conflicts
* Fix void protection for mutes (#2298) - fix conflicts
* initial variables
* implement working void protection on items and fluids
* Adds a Simple PowerOutput task and cleans up some of the code. (#2303)
* create a power output task which can be used for dynamos
* refactor the controllers and clean up
* add some documentation to power logic
* make a wireless network manager class instead of using an interface
* clean up and add documentation.
* setAmperage to setMaxAmperage
* fix comment
* remove IGlobalWirelessEnergy usage
* getAmperage -> getMaxAmperage
* add todo for future
* Cleanup MuTEMaster code (#2282)
* exit early
* spotless
* better side checking
* make if blocks mutually exclusive
* more exit early
* convert nested ternary operators into if blocks
* remove dead code
* collapse nested if blocks
* add todo to break verylong condition into much smaller ones
* spotless apply
* collapsing nested if blocks and more exit early
* spotless apply
* extract try/catch block to its own utility method
* break down this unreadable condition
* boolean magic (1/5)
* boolean magic (2/5)
Also corrected some logic on the player null check, we want it to be non null
* boolean magic (3/5)
* boolean magic (4/5)
* boolean magic (5/5)
* remove todo
* Fix logic
---------
Co-authored-by: Jason Mitchell <jason@puzzle.io>
Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
* Clean up a lil bit and fix some issues with MuTEs (#2316)
* clean up fixes
* actual fix and remove useless if
* Rework MuTEGUI structure (#2429) - fix conflicts`
Merged to rebase MuTEMaster and fix any non-compile errors and game not launching in there
* some docs on a few methods
* innitial GUI class
* try to implement guis
* almost working - fix comflict
* add UIBuildContext to getGUI method
* make it compile
* sketch gui - fix conflict
* compile and spotless
* add config option to enabling MuTEs
* Spotless apply for branch feature/MuTEMaster for #2431 (#2432)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
* address reviews on broken processing logic
* spotless
* fix doc and review
---------
Co-authored-by: Maxim <maxim235@gmx.de>
Co-authored-by: RIONDY 'POPlol333' Adam <76914762+POPlol333@users.noreply.github.com>
Co-authored-by: Jason Mitchell <mitchej@gmail.com>
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Co-authored-by: Jason Mitchell <jason@puzzle.io>
|
|
fix oredict log
|
|
* Remove isValidMetaTileEntity and filterValidMetaTileEntities
* Remove OUTPUT_FULL
* Remove calclavia oredict
* Remove unused GT_GUIColorOverride constructor
* Remove getItemGridPositions
* Remove unused tool classes
* Remove unused GT_Runnable_Sound constructors
* Remove unused cover constructors
* Remove getBasicOutput()
* Remove unused GT_MetaTileEntity_GasTurbine constructors
* Remove ImplosionCompressorRecipes#addImplosionRecipe
* Remove mOutputItem1 & mOutputItem2
* Remove GT_MetaTileEntity_Miner#moveOneDown & #getFakePlayer
* Remove unused GT_Worldgen_GT_Ore_Layer constructor
* Remove GT_ModReference
* Remove deprecated BaseMetaTileEntity#receiveMetaTileEntityData
* Remove deprecated cover variables
* Remove deprecated GT_CoverBehaviorBase#isCoverPlaceable
* Remove unused variables from GT_MachineRecipeLoader
* Remove #getCalcificationOutput
* Remove IC2_Fuel_Can_Empty and IC2_Fuel_Can_Filled
* Remove deprecated #polluteEnvironment()
* Remove FluidDisplaySlotWidget
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* Remove deprecated and unused things
* Move recipemap subclasses
* Move GT_Recipe_Map to outside and rename to RecipeMap
* Move recipemap instances to separated class & remove prepending s
* Remove useless GT_Recipe constructors
* Always use ModularUI
* Rename IGT_RecipeMap -> IRecipeMap
* Add RecipeMapBuilder
* Remove more deprecated and unused things
* Fix RecipeMap type parameters
* Use multimap for recipe index
* Fix bending recipe error in dev env
* Remove mUniqueIdentifier
* Update AE2FC
* Less edgy texture for NEI recipe background
* Add replicator fluid output slot for NEI and machine GUI
* Fix fluid fuels not having fuel value in large boilers
* Remove GT_RectHandler and NEI_TransferRectHost
* Remove RecipeMapHandler
* Move NEI energy description from RecipeMapFrontend to Power
* Refactor the way to filter fusion recipes
* Check restriction for some properties
* Remove showVoltageAmperage
* Make Power accept GT_Recipe
* Fix NPE
* Move NEI duration description to Power from Frontend
* Directly implement IRecipeProcessingAwareHatch for GT_MetaTileEntity_Hatch_InputBus_ME
* Make Power integrated with GT_OverclockCalculator
* Rename Power -> OverclockDescriber
* Don't modify recipe find logic until postload finishes
* Reformat reserved MTE ids
* Fix check for too few inputs on recipe addition
* Move replicator logic to backend
* Stop un-hiding assline recipes
* Allow setting custom recipe comparator & implement for fusion
* Update AE2FC
* Rename getRecipeList and getRecipes -> getRecipeMap
* Automatically register recipe catalysts
* Cleanup the way to detect recipe collision
* Make use of BasicUIProperties for basic machines
* Make use of BasicUIProperties for UIHelper
* Rename specialHandler -> recipeTransformer
* Add way to automatically register handler info
* Add recipe category
* Add some APIs for addons
* Rename blastRecipes ->
blastFurnaceRecipes
* Remove GT_MetaTileEntity_BasicMachine_GT_Recipe#mSharedTank and #mRequiresFluidForFiltering
* Don't require setting duration and EU/t for fuel recipes
* Don't require setting EU/t for primitive blast furnace recipes
* Revert change to addMultiblockChemicalRecipe
* Fix large boiler general desc recipe not being added
* Hide duration and EU/t from large boiler
* Cleanup recipe stacktrace draw
* Extend metadata usage of recipe builder to recipe itself
* Implement metadata handling & NEI comparator for PCB factory
* Some rename around NEIRecipeInfo
* Some toString implementations
* Add more APIs for addons & some rename
* Infer handler icon from recipe catalyst if one is not set
* Also shrink recipe title when OC is not used
* Remove rare earth centrifuge recipe
* Use metadata for replicator backend
* Adjust geothermal generator output slot
* Allow having multiple transferrects
* Store recipemap reference in backend
* Rename vacuumRecipes -> vacuumFreezerRecipes
* Add config to tweak visibility of recipe categories
* Remove mHideRecyclingRecipes in favor of recipe category config
* Fix typo fluidSolidfierRecipes -> fluidSolidifierRecipes
* Refactor findRecipe and ProcessingLogic to use Stream
* Fix BBF handler icon & remove bronze blast furnace
* Add fluent API for findRecipe
* Add way to stop adding progressbar
* Change arg order for special texture
* Avoid overwriting interesting failure with NO_RECIPE
* Some changes for FuelBackend
* Set space project icon
* Remove localization from TT
* Remove CNC recipe adder
* Move recipe extractor from AE2FC
* Minor internal change for ProcessingLogic#applyRecipe
* More javadoc on #getAvailableRecipeMaps
* Better implementation of #ofSupplier
* Move replicator exponent config to GT_Proxy
* Remove RC & IC2 macerator handling
* Rename StreamUtil -> GT_StreamUtil
* Refactor code around RecipeMetadataStorage
* Revise #compileRecipe javadoc
* Switch extreme diesel recipe loader to downstream recipe map
* Optimize #reMap
* Rename reload -> reloadNEICache
* Minor tweak for drawEnergyInfo
* a bit more doc
* Adjust recipe catalysts
* Add toString implementation for GT_Fluid for debug
* Minor revision for OilCrackerBackend
* Index replicator recipes by material
---------
Co-authored-by: Glease <4586901+Glease@users.noreply.github.com>
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A few calls restricted by other methods and interfaces are left untouched.
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* - added 0,5s cooldown on BaseMetaTileEntity texture render update
* - changed to RandomCooldown to make visual representation of the target object more relevant to its state
* - implemented a BlockUpdateHandler, making the update cooldowns chunk-based
- left commented out debug code
* - now BaseMetaTileEntity tracks last time a texture update was issued and skips update if parent chunk was already updated since last update issue
* - reworked BlockUpdateHandler to a singleton doing update work on client tick, this way update logic is fully encapsulated and gets rid of some comparisons needed to sync updates
* - fixed a bug with crash on quitting the game
- forgot to add moved sources
- cleaned up debug code
- added description commentary
* - updated buildscript
* - switched to internal tick counter, cause server time is unreliable and crashes client https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/14742
- removed subclass aliases
- switched to XSTR instead of java's Random
- IllegalArugmentException instead of InvalidParameterException
- added client side config option to enable/disable this feature (by default is off)
---------
Co-authored-by: iamblackornot <nkzshinnnik@gmail.com>
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* Add stocking input hatch
* Refactor stocking input hatch UI code and fix some formatting
* Add new visual changes from stocking bus and some refactoring
* Remove drain/fill methods and fix tooltip
* Split information slots into separate array and update MUI
* Use inventory of size in constructor
* Add assembly line support
* Add amount to info slot tooltips and update tooltips every tick
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* guard clause technique on GT_ItemIterator
* removing oredict for ars magica 2 items
* removing oredict for mystcraft items
* convert big if ladder into a swtich statement
* enhanced switch
* clean non GTNH compat and identify other compats
* spotlessApply (#2310)
Co-authored-by: GitHub GTNH Actions <>
* more guard clauses
* reordering condition
* removing dead code
* removing optional block
* deprecating mIC2Classic
* spotless apply
* deprecate modloaded variables
* spotlessApply
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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