Age | Commit message (Collapse) | Author |
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* Do recipe check for each input bus
* Code cleanup
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- Change the values for the speed of durability loss of rotors in XL Turbines, given that this loss scales with EU/t, and is not a fixed number as the speed of the multiblock changes.
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* Reduce MT Sunnarium to 600t (30s) at EV
* Correct numbers
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* Require Super Glue in Higher Graphene Production
- Edited the existing Super Glue recipes to make Graphene with some wafer inputs, to match the other PR that makes these the only option with these wafers.
* Fix Europium Wafer Input Amount
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Seems sensible, not sure why this wasn't the case already honestly.
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supplied (#245)
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(#236)
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* Fix TGS
* Add info
* Add info
* careless
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* generic chem
* rocket fuel
* gregtect recipes
* bio recipes
* glue recipe
* clean up
* fix NH4NO3
* fix
* fix
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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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* Added Uses to Cactus/Sugar Charcoal/Coke
- Changed the existing Industrial Coke Oven recipes to make them a lot faster than the Charcoal recipes, since they only make 1 at a time compared to the Charcoal recipes' 5;
- Added uses to these items, such as Charcoal Byproducts output, Wood Tar extraction, Coal Tar and Gas, and also CO and CO2.
* Small Fixes
- Added item outputs to the Coke Oven recipes so they would register;
- Fixed CO2 output amount.
* Changed Coal Tar/Gas to Wood Tar/Gas
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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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