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2016-03-20Forestry Log with meta id >16 are now nerfed by GregDream-Master
2016-03-20More work on tool hardeningBlood-Asp
2016-03-18Made HV Magic Energy Converter pre Fusion tech(Osmium)Blood-Asp
2016-03-18Added machine recipe for rotors, added silicone soft hammerBlood-Asp
2016-03-18wildcard lathe recipesBlood-Asp
2016-03-18Added bowl lathe recipesBlood-Asp
2016-03-17Add Uranite crop dropBlood-Asp
2016-03-16Fix crop drop autoclave recipesBlood-Asp
2016-03-16Fix Forestry woods above meta 15 not effected by wood nervBlood-Asp
2016-03-05Small Crop stats rebalanceNidan
- make Trollplant obtainable again (1% chance) - make Transformium very rare instead of almost impossible to get (0.668% instead of 0.134%) - make Zomplant uncommon instead of very rare (1.5% instead of 0.618%) - adjust Fertilia to remain reachable, making it a bit less rare in the process (0.967% instead of 0.794%) (chances given are for the best possible parents; in case of Zomplant excluding Fertilia as it can only be obtained from Zomplant)
2016-02-29Fix EnderIO EBF Recipes tierLéa Gris
EnderIO: ElectricalSteel and DarkSteel ingot where at HV tier in EBF. These mid-game low tech materials should be on HV tech. Also these recipes are not removed from EnderIO itself where they default to very easy process in EnderIO AlloySmelter.
2016-01-14Modify Wet Concrete to be able to use cellsTeteros
Wet Concrete was lacking cell support as it was a 'molten' fluid type. This patch adds a new type 'wet', which replaces 'molten' for Concrete. This means with this patch you can either use the canner with concrete dust to fill the cell, or the fluid canning machine to input or output Wet Concrete. Ideally Wet Concrete would be separate from Concrete as one is solid and the other fluid, but they were kept together for compatibility with existing recipes. 1 Concrete Cell = 144 Wet Concrete = Concrete Block 'Wet' fluid type can be used anytime you'd like both solid and fluid cell support, as these were usually separate for good reasons. Mostly to prevent the awkward ratio above.
2016-01-14Change 500EU/t recipes to 480EU/t in the EBF.Teteros
A tiny fragment of recipes in the Electronic Blast Furnace were set to 500EU/t instead of 480EU/t like all other recipes in the EBF. These were adjusted since having these deviate from the standard is troublesome for constant energy needs that the EBF requires.
2016-01-13Add plastic recipes to Distillation Tower & Distillery.Teteros
Distillation tower will now be able to refine ic2biomass and oil to molten plastic and tiny pile of plastic respectively. Tiny pile was chosen due to the limitation of 5 fluids and one item in the distillery, it's equal to '16' molten plastic. Distillery will refine oil and biomass in a 1:1 ratio to molten plastic, just like oil to lubricant does. Ratios suggested favour oil more than biomass. Remove unused oil types from distillation recipes and set biomass MV recipe to 32:1000 for easier calculations.
2016-01-11Fix recipes Bio GasDream-Master
2016-01-04removing tnt ->itnt recipeBlood-Asp
2016-01-03spelling fixes and chainsaw + forestry leaves fixBlood-Asp
2016-01-03explosives 2Blood-Asp
2016-01-03Explosives reworkBlood-Asp
2015-12-31This woksDream-Master
2015-12-31Take the Biomass recipes inside the codeDream-Master
2015-12-30Change Biomass to Gas recipe using 480 eu instead of 512 like all other ↵Dream-Master
recipe too.
2015-12-29add missing EBXL recipes. tmp disable modular armor recipes(Blood Asp)Dream-Master
AE2 oredict register fix(Blood Asp) fix depleted mox crashing(Blood Asp) Bump to 5.08.33.3
2015-12-29AE2 oredict register fixBlood-Asp
2015-12-29fix depleted mox crashingBlood-Asp
2015-12-29fix crop processing like comb processingBlood-Asp
2015-12-29add missing EBXL recipes. tmp disable modular armor recipesBlood-Asp
2015-12-28Added Blood Asps commits.Dream-Master
New debug lang for achievements generation(miuirussia) fuel rod override v2(Blood Asp) Mox not working lik ic2 any more (more heat up more eu) Overriding IC2 fuel rods(Blood Asp) fix teleporter(Blood Asp) Sensor kit should not stack(Blood Asp) Fix teleporter nuclear control support(Blood Asp) Fixed Display overflow(Blood Asp)
2015-12-28fix armor textures and initBlood-Asp
2015-12-25New debug lang for achievements generationMIUI Russia
2015-12-25Should save everything before commitingBlood-Asp
2015-12-25fuel rod override v2Blood-Asp
2015-12-25Overriding IC2 fuel rodsBlood-Asp
2015-12-22Revert "Test commit"Dream-Master
This reverts commit 42ba353761ab056cffa59a976a771d54c705a489.
2015-12-22Test commitDream-Master
2015-12-22increase hot coolant energy output 4x (Blood Asp)Dream-Master
Fix reprocessing exploit (Blood Asp)
2015-12-21increase hot coolant energy output 4xBlood-Asp
2015-12-21comb processing fixesBlood-Asp
2015-12-21Made bees a bit less biome dependendBlood-Asp
2015-12-21Made UUM Berry drop chance a bit lowerBlood-Asp
2015-12-17remove this from Gt CodeDream-Master
2015-12-15Fix some wrong stone processingBlood-Asp
2015-12-15Fix Emerald crop processingBlood-Asp
2015-12-15fix stone processing output amountsBlood-Asp
2015-12-13change crop drop processing like bee comb processingBlood-Asp
2015-12-13removed passive energy use of covers, changed size tooltips and changed comb ↵Blood-Asp
processing
2015-12-13Test commit to put Core Mod Items into GT code.Dream-Master
2015-12-12Distillery using now Pipes instead of Blaze Rods.Dream-Master
2015-12-11Added processing for UndergroundBiomes stone typesBlood-Asp
2015-12-11small fixesBlood-Asp