Age | Commit message (Collapse) | Author |
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if the config nerf beeComb is disabled. GT_comb processing recipes go totally Messed up. So I separated the nerfed part and un nerfed part. Also added enum values to the recipes to automatically generate the required voltage and duration, required cleanRoom by the required Voltage Tier. This will make us easier to add new honeycomb or balancing Beekeeping.
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Render the bottom face of covers made of a dumb block, the same orientation as
the referrence dumb block.
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Stone background on the bottom side of ores, did not use the same flipped
orientation as with dumb blocks of the same material, which uses the vanilla
block renderer from Minecraft.
This patch fixes the rendering of the bottom side of Gregtecg ores which uses
te following Gregtech stone backgrounds:
- Black Granite
- Red Granite
- Marble
- Basalt
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Refactor World Events
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- Fix modifiers order
- Fix redundant string literal
- Fix indentation
- fix missing run()
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/7601
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Correctly release/reuse channel after ME bus removal and reconnect
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World events have way to many parameters, so the code gets unreadable, this commit fixes that behavior.
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+ refactor
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-Plus like, a small comment here or there
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* Minor clean up and extension of hatch muffler
-Plus like, a small comment here or there
* Changes 4 Bart
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fix all instences where you only get 4 fine wire/ingot instead of 8 when there is no wire version of that material
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Add electrolyzer recipe for IC2 fertilizer
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Makes higher tier materials give more cells
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#7537 Change tin to iron
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Change MV macerator recipe slightly
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Add use for fool's ruby AKA spinel
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Allow adjusting tick rate of fluid regulator
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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Reset RenderBlock.enableAO to false after rendering Gregtech tile blocks.
Minecraft makes assumption that enableAO is false when it renders a lower door panel.
Leaving enableAO to true in the RenderBlock instance after rendering gregtech tile
blocks caused lower door panels to randomply pick some remanent ambient occlusion
colour values it should not.
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impr(rendering): Machine block casts an ambient occlusion shadow
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- Implement the missing ambient occlusion shadow from machine block over neighbour blocks.
- Fix the LightingHelper to properly shade pipes/cables/wires against an opaque block.
- Refactor and cleanup the GT_Block_Machines class of all bad practices and code smell,
checked and validated with Sonarlint.
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fix that when a fully formed assline with data hatch and when the data hatch would be replaced the onRunningTick would crash and stop the assline from ticking the recipe progression
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fix that regulators would draw /fill fluids from a pipe even if it wasent conected to that side
#7523
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Prevent retract pipe when drill tip can move down
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* Make ME hatch have zero slots, to avoid items being stuck inside
* added a missing whitespace
Co-authored-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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feat(render): tile ambient occlusion
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Fix bottled water filling
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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Render smooth lighting ambient occlusion on all Gregtech tiles:
- Ores
- Machines
- Pipes, Cables, Wires, Frames
Add new Client-side configuration entry in Gregtech.cfg.
If false, the flat lighting rendering of older versions is used.
```yml
render {
B:TileAmbientOcclusion_true=true
}
```
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Make AE2 dependency actually optional
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