Age | Commit message (Collapse) | Author |
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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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fix crashes in dev
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(#166)
This reverts commit a5d147d49c1a2455776f0cc5abe914a6e1ed37a0.
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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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it was seted 3x as efficient like diesel
(cherry picked from commit 20ded95e0bcc50d645934ec728e9acce000b6d88)
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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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There's probably a lot of other places where these recipes are broken and needs to be checked
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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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* fix broken frame/block oredict name
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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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Change recipes using Circuit 0 in their recipes #9818
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9818
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* update buildscripts
* notabs:
* newline
* tabs
* shellcheck
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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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balancing Pollution detector at LV
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Move Sifter to HV Tier
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change Steam Grinder recipe to be a bit more balanced in GTNH
use orecit for piston
change small Diamond gears to gem Diamond
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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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- Changed the minimum amount of water blocks needed to run the multi, since it only renders one layer of water now instead of two.
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Fix Air Intakes.
Fix Tree Simulator.
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Added some foils for @GTNH-Colen.
Fixed scanner output on LRE.
Formatting~
Fix Crop Manager giving stacks > 64.
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