Age | Commit message (Collapse) | Author |
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* un-nerf the TGS
* switch from ordinal to enum constants
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Implement Higher Speed Mode and Tectech Hatches
- Added the option to use Tectech Dynamo Hatches on XL turbines;
- Tweaked the current speed from 18x to the 16x that Alkalus told me was intended (not 100% sure about this, breaks current setups somewhat but my testing gave a higher value than intended);
- Added Fast Mode, which can be switched into to triple the multi's speed to 48x, but with greatly accelerated (12x) turbine damage and maintenance problems;
- Integrated Loose Mode into the mode changing for Steam and SH Steam XL Turbines, so that any combination is possible;
- Added information to the tooltip to clarify the numbers and speed.
* Clarified Loose Mode Settings in Tooltip
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* Added Endgame Soldering Alloy
- Adder recipe for Mutated Living Solder, an endgame soldering alloy meant for the bioware circuit line and content after it;
- Added a new, very expensive catalyst for this recipe, which favors the usage of Awakened Draconium Coils to prevent losing durability on the catalyst;
- Changed the Chemical Plant so that using Awakened Draconium Coils with Tungstensteel Pipe Casings removes the chance of consuming catalyst durability.
* Lowered Recipe Energy Tier by 1
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* Algae Farm Buffs and Tweaks
- Changed the Algae Farm cycles, so that the multi works much faster but outputs less algae, in a more similar fashion to other multiblocks;
- Tweaked some related recipes that were still too underpowered;
- Increased the cost of Compost per tier to reinforce the decision between using it, upgrading the Algae Farm or making more;
* Added Restriction to Gate Tiers Properly
- Changed the machine check so that all buses/hatches have to at least match the tier of the casings in the multi for it to form correctly, preventing tier skips by using more advanced machine casings that use early materials.
* Fixed Compost Consumption
* Fix Multi Forming When Hatches are Changed
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* Various fixes
* Refactor
* remove unused imports
* derp
* fix
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* Fix fertilizer usage in Crop Manager
* Change how much is gained per fertilizer
* Add aCrop
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* Fixes circuit recipes in Dangote
* Clean up Dangote circuit fix code
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* Fix balls (and probably catalysts) not being depleted properly
* Fix breaking housing does not drop items in usage slots
* Disallow moving duplicated types of balls into usage slots
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* Compatible with more saplings for tree farm
* Some saplings do not produce logs
* Balance forestry saplings
* Balance forestry saplings
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* Fix IsaMill controller GUI void items
* Add structure check for Milling Ball Housing
* Fix internal crash that was handled somewhere else
* Fix ore type can be locked to 0
* Add scan result for locked ore type
* Fix height in tooltip
* Delegate to native isRecipeInputEqual
* Don't consume energy to fill water
* Fix flowing water is not filled sometimes
* Add info about filling water
* Fix carelessness
* Fix flowing water in Algae Farm
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- Changed the name of most LFTR-related chemicals to make it easier to distinguish and document them;
- Changed the recipes of the LFTR's controller and inner casings to be craftable in IV, the tier which this multi is first intended for;
- Fixed a bug where the LFTR would output the fluids of the last successfully recipe while heating up, on every tick. When it's heating up, it now sets the output fluids to an empty array. There are better ways to do this, I welcome an improvement to this part of the code.
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* Made the XL LHE Work
- Fixed the processing math so that this multi works as fast as 16 LHEs;
- Changed inner pipe casings to Tungstensteel to add to the cost of building it;
- Added recipes for controller and the special casings. They are LuV recipes that use Zeron-100, which needs an LuV Energy Hatch on the ABS;
- Clarified the structure requirements and processing speed on the tooltip.
* Tooltip Information
- Added more information about input and output flow rates and circuit config in the tooltip.
* Changed 16x to 32x Parallel
- Changed the speed of the XHE to scale off the EHE's 10x max speed at IV, or 5x if keeping SH Steam.
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same thing https://github.com/GTNewHorizons/GT5-Unofficial/pull/1049
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If you don't read the source code, you'll never know why it doesn't form.
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(#178)
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* more resilient GTNH detection
fix crashes in dev
* use the standard recipe input checker instead of always reinvent the wheel
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Allows you actually craft this thing in UV instead of having to go through a long & arduous task of making the UHV SC in the first place (unless you're playing on a very old pre-changed SC patch). I have no idea if this'll throw a fit because of the 'Bedrockium' material, though I hope it doesn't
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- Changed Sodium Carbonite recipe to use the Bartworks Calcium Chloride instead, if loaded. If it isn't loaded, the GT++ dust is used instead (at Alkalus's request of having this dust defined in GT++ as well);
- Removed duplicate electrolyzer recipe if BW is loaded. If it isn't, the recipe does load. Also adjusted the amount of inputs, 3 dusts instead of 1.
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- Reworked recipe EU/t and casing tiers to divide the Chemical Plant recipes evenly between 3 tiers. The purpose of this change is to make it so this line can be automated with 3 plants, one of each kind;
- Changed Chemical Plant's minimum base outside casings to allow some more hatches before the multi fails to form. It's a large, smart multiblock with many casings that are never replaced with hatches, so I believe the amount of allowed hatches at once should be increased;
- A few fixes for recipes that were missing, or implemented incorrectly.
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* Nerf recipes of redox and both power storage and drain of PSS
* Revert capacity nerf, further nerf recipes instead
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* Add sunnarium recipes
* Ooops
phew
* buff A
* Import loader
* Im too stupid for this job
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* remove SingleBlock MT recipes
Also fix recipes to 1 Ampere so they can do Perfect OC
* Add perfect Overclock to MT
* Remove sunnarium bits from implosion
* Now better :thumbUp:
* Change in recipe logic
This will make recipe use full ampere but wont change overall recipe consume
* revert recipe change
* remove perfect OC
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* Changed EBF faster recipes to not have circuit 1s
- Changed the ABS recipes taken from the EBF recipe map to ask for different circuits on the recipes that use a fluid input to reduce crafting time for specific dusts.
* Cleaning a bit
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* Added NEI handler for TGS.
Added BoP support to TGS.
Added base work for LFH.
* Added Witchery support to TGS.
* Finished LFH.
Added missing steam multiblock.
Fixed GT++ NEI time values not being precise enough.
* Implement Fert use in TGS.
* Fix broken checkRecipes.
Did initial work for XLHE.
Other misc. stuff.
* Update GregtechLargeTurbinesAndHeatExchanger.java
* Update RECIPES_Machines.java
Changes requested by @Dream-Master
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* Super Glue Line
- First draft of the full Super Glue line, an IV processing chain meant to add a higher tier glue, starting from glue-related chemicals such as Methyl Acetate, with another tier of glue in the works
* Small Changes and HCN Recipe
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Fix Nano Healer.
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