Age | Commit message (Collapse) | Author |
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* Neutronium Fusion Buff
With the recent addition of the Naquadah line and making Naquadria a lot more difficult, it seems fair to buff this recipe for neutronium to not be completely garbage. Americium & Naquadria amount increased from 96L to 144L, and increased Neutronium gain from 24L to 144L.
Time required to craft this is now 24 seconds and requires 122880 EU/t, or a total of 58,982,400 EU (58M) to create one ingot. For reference, it takes 3.2B EU total for a single neutronium hot ingot to smelt with Radon gas in a regular EBF with no overclocks. However, it's also possible that MEBFs or potentially Volcanus's will inevitably out pace this after a certain point with large EU/t gain.
Thoughts on this?
* Retier and large buff
Neutronium now takes 4 seconds, but requires UHV voltage input and 1B EU startup; T4 fusion at the minimum.
* UV input, not UHV, whoopies
* Molten Neutronium is at T3 fusion, again
Requires 640M EU start, ZPM voltage input, and 12 seconds of total processing time for a single ingot. The "difficulty" or challenge of this recipe is the molten Naquadria being required.
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(cherry picked from commit bffd14a07c30922a77d9bb6e8ae04f0a54273456)
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(cherry picked from commit 3cd6a6bd9e04dc774fe2381c9dcac012431c8329)
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(cherry picked from commit 198e44d4a7ce950b8a61ef4286f811f1f25877cf)
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(cherry picked from commit 758a3c4b3c9e46376c24f30f23a97f374396b9ca)
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* fix RailCraft Tanks beyond Steel Need Material Recovery Options #9808
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9808
(cherry picked from commit 923d1fa1b9aded23074809f61173acb57a8f503b)
* fix recipes
(cherry picked from commit 28c4b21e8094140ac0aac0f36b42f342a5a19a8c)
* add fluid extractor recycling recipes as well
* fix wrong recipes
(cherry picked from commit 712a0ec37bb282a728c177886525b8663f5ec60c)
* fix wrong recipes again
(cherry picked from commit 18e053085112ecf94c2db44ce636c7692ae3d50c)
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9717
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* Add CPU wafer craft from Americium and europium wafers
* Change crafttime of CPU wafers
* Change Ram recipes to encourage use of better wafers
* Change SoC wafer recipe to encourage use of better wafer
* Buff Americium CPu recipe output
* Change AsoC wafer recipe time to encourage use of better wafers
* Change NPIC time
* fix what dream requested
im too stupid sometimes help me
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* Changed DT Water Distillation Recipe
- Changed input and output values to match, and rounded them up to a round number.
* Changed Values to 1000L
- Changed input and output to 1 bucket, about 4 times what they were before, and doubled both the duration and EU/t cost.
* Changed EU/t to Allow Some Loss in MV
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- Added a recipe to pulverize Cobweb to String, at a 1:1 ration until HV Macerator, where there's a 50% chance to get one more.
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9631
remove smale pile cobalt brass recipe
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* Add LV and MV muffler recipes to assembler
* Add LV and MV muffler recipes to assembler
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* initial work on facade covers
* fix colorMultiplier
also removed derp
* Clean up drop cover texture reset code
What was I thinking actually? Send a packet to reset client states?
* Fix cover display stack
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- 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).
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- 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.
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* 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.
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is... :)
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* Allow toolbox usage for maintenance w/o opening GUI
(Also resolves https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9044)
* make AE dependency optional again
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* add recipe filter block
* Add tooltip to recipe filter GUI & improve type filter UI interaction
now you can click special slot in type filter UI to directly set the oreprefix based on the stack held on the cursor
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* Add network support for chanining GT Tile GUIs
* Implemented Cover Tabs for IGregTechTileEntity
See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details
* Added IGuiIcon
For easier addon extensibility of GT_GuiIcon
Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs
* Typo fix
* Fixed unintended scala import
* Tabs -> Spaces on the files I've touched
* Propagate needsSteamVenting to UIs
* Note special slot usage
Determine whether a machine's recipe list ever makes use of the special slot
* Add 2 configurable tooltip verbosity levels
* Readability pass
* New tooltip cache for flexibility
It loads a configurable amount of lines per key
based on the user's chosen verbosity levels
* Let GT_GuiTooltipJava to use verbosity and LSHIFT
* "Smart" auto-hiding tooltips
* GT_GUIContainerMetaTile_Machine tooltip support
* Rework Basic Machine tooltips
* Wordy tooltips -> extended tooltips (clearer)
* Fixed off-by-one error on power slot tooltips
* Cleanup
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* Add network support for chanining GT Tile GUIs
* Implemented Cover Tabs for IGregTechTileEntity
See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details
* Added IGuiIcon
For easier addon extensibility of GT_GuiIcon
Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs
* Typo fix
* Fixed unintended scala import
* Tabs -> Spaces on the files I've touched
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* Add in game GUI to configure client preference
* Fix backslash
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* update buildscript
* rename circuit assembler to fit
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* Normalize Fluid Canner fluid handling and looks
- By disabling sharedTank (on this, the only machine that uses the feature) the fluid canner gains a proper output tank.
- Fixes UI interactions with the taking fluids out of the invisible fluit output slot with cells
- Harmonizes UI with the look in NEI and with other basic machines
* Removed unused FluidCannerNEI.png
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* Refactors
* Common functionality to base classes
* GT Pre/Postload broken into more modular pieces
* Extract common (mainly cover related) functionality from BaseMetaTileEntity & BaseMetaPipeEntity
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* fix iron tank dupe
* fix dupe
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* remove RC Blasfurnace copy recipes during gt load
* fixed wrong outcommented code
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* 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.
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fix now to full dust
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to a recipe (#816)
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* 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
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9138
remove alternative stone sudt recipes. Not used in GTNH
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remove config option
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Increased to 250mb of glue for sake of automation, 200 isn't really used
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:-/ (#798)
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* add infinite oil rig
* fix typo
* get same speed as the oil rig III
* adjust speed for the infinite oil rig
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* add Cryolite Bee and combs
* add Cryolite Block
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* change Graphene recipes
add new tiered recipes
* move graphene recipe one tier up
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