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2022-01-18Oil Cracker Buff (#879)Steelux
- Buffed the Oil Cracker to consume less hydrogen than the LCR when hydro-cracking, and to output even more cracked fluid when steam-cracking. These buffs should make it worth to build right away compared to an LCR; - Increased the EU/t reduction from 5% to 10%, but with a limit of 50%, to give more value to early coil upgrades. Since oil setups like this aren't used at late tiers, it's more important to focus on the first tiers of coils; - Reworked the recipe time/energy cost. All recipes are now HV, matching the tier of the multi, but stay at 240 EU/t and run faster; Regarding Anti-Knock Agent: - Buffed the DT recipe to output more Anti-Knock Agent than the equivalent LCR recipe, and also reduced the total energy cost of the recipe. This recipe is part of a cycle between a Mixer and the DT, but the LCR does it it one step with perfect overclocking and without needing the height that the DT requires to do the recipe, which goes against the point of needing to distill to get Anti-Knock Agent.
2022-01-18ECE and Fuel Rebalances (#878)Steelux
* Large Boiler Rebalance - Changed Large Steel Boiler to output 1000 instead of 600 EU/t. - Changed Large Titanium Boiler to output 6000 instead of 800 EU/t. - Changed Large Titanium Boiler to output 6000 instead of 800 EU/t. - Changed Large Tungstensteel Boiler to output 18750 instead of 1000 EU/t. - Changed Titanium and Tungstensteel Boilers to output Superheated Steam instead of regular Steam. - Added an upper bound for the burn value that can be processed by the boilers, in order to prevent an overflow. - Added a lower bound for the burn value that can be processed by the boilers. This is a placeholder limitation intended to prevent the player from using the improved Titanium and Tungstensteel boilers to generate lots of power from easy solid fuels like Charcoal. A better way to implement this would be to make a whitelist of accepted fuels. The one I had in mind for these boilers was the Super Fuels, both the magic and non-magic ones. The last two boilers had terrible numbers for their tier. High numbers would allow for charcoal powergen up to IV or LuV, though, so the better boilers should only accept solid fuels that are difficult to make and need a processing chain. * Fuel Check, Water to Steam and Tooltip Fixes - Changed the Titanium and Tungstensteel Boilers to only consume the Super Fuels. They are checking for their burn values, which are unique - this is a hotfix, this should be implemented as a whitelist that can be changed in the config file, but I do not know how to do this; - Changed the code in the tooltips to differentiate between the two types of boilers without copypasting; - Changed the water consumption when producing Superheated Steam, to maintain the amount of Distilled Water. * Powergen Rebalance 1 - Changed Titanium Boiler from 6000 to 4000 EU/t; - Changed Tungstensteel Boiler from 18750 to 16000 EU/t. * ECE and Fuel Rebalance - Changed Biodiesel fuel value from 256k to 320k EU; - Changed Benzene fuel value from 288k to 360k EU; - Changed Cetane-Boosted Diesel fuel value from 720k to 1M EU; - Changed High Octane Gasoline fuel value from 1.728M to 2.5M EU; - Changed the recipe of Biodiesel to CBD to output 900L instead of 750L per 1000L of Biodiesel, to account for the fuel value change; - Reduced the LOX consumption of the ECE from 320 to 80 L/s. A quad Vacuum Freezer setup, with 3 HV and 1 EV can feed one ECE; - Small changes to the EU/t of the ECE due to it all being coded with ints in a specific format, where doubles caused several rounding errors. The boosted output amount is very similar to how it was before; - Added a condition to the LCE to not burn HOG if it does not have Oxygen to boost it, since it generated power without consuming any fuel due to its consumption being smaller than 1 L/t, and therefore rounded down to 0.
2022-01-15Bail on minetweaker compat if minetweaker isn't loaded... instead of if it ↵Jason Mitchell
is... :)
2022-01-15Large Boiler Rebalance (#866)Steelux
* Large Boiler Rebalance - Changed Large Steel Boiler to output 1000 instead of 600 EU/t. - Changed Large Titanium Boiler to output 6000 instead of 800 EU/t. - Changed Large Titanium Boiler to output 6000 instead of 800 EU/t. - Changed Large Tungstensteel Boiler to output 18750 instead of 1000 EU/t. - Changed Titanium and Tungstensteel Boilers to output Superheated Steam instead of regular Steam. - Added an upper bound for the burn value that can be processed by the boilers, in order to prevent an overflow. - Added a lower bound for the burn value that can be processed by the boilers. This is a placeholder limitation intended to prevent the player from using the improved Titanium and Tungstensteel boilers to generate lots of power from easy solid fuels like Charcoal. A better way to implement this would be to make a whitelist of accepted fuels. The one I had in mind for these boilers was the Super Fuels, both the magic and non-magic ones. The last two boilers had terrible numbers for their tier. High numbers would allow for charcoal powergen up to IV or LuV, though, so the better boilers should only accept solid fuels that are difficult to make and need a processing chain. * Fuel Check, Water to Steam and Tooltip Fixes - Changed the Titanium and Tungstensteel Boilers to only consume the Super Fuels. They are checking for their burn values, which are unique - this is a hotfix, this should be implemented as a whitelist that can be changed in the config file, but I do not know how to do this; - Changed the code in the tooltips to differentiate between the two types of boilers without copypasting; - Changed the water consumption when producing Superheated Steam, to maintain the amount of Distilled Water. * Powergen Rebalance 1 - Changed Titanium Boiler from 6000 to 4000 EU/t; - Changed Tungstensteel Boiler from 18750 to 16000 EU/t.
2022-01-15Feature/ae dependency optional (#874)repo-alt
* Allow toolbox usage for maintenance w/o opening GUI (Also resolves https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9044) * make AE dependency optional again
2022-01-15add a cover copy/paste tool (#872)Yang Xizhi
* add a cover copy/paste tool * check server side
2022-01-14Add recipe filter block (#870)Glease
* add recipe filter block * Add tooltip to recipe filter GUI & improve type filter UI interaction now you can click special slot in type filter UI to directly set the oreprefix based on the stack held on the cursor
2022-01-14ME output bus cache refactored (#868)repo-alt
* Allow toolbox usage for maintenance w/o opening GUI (Also resolves https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9044) * ME output bus cache refactored Now the bus will infinitely cache items until you connect it to ME network (this means that any other (overflow) output buses will never receive anything by default) This behaviour is toggleable by the screwdriver.
2022-01-14volumetric to 64 (#869)bombcar
2022-01-14output bus anywhere on layer 1Sphyix
2022-01-13allow data access everywhereSphyix
2022-01-13The Miner pipe retracting improvements (#867)Johnson
* + The Miner pipe retracting improvements. + The Pump tooltip change (all about retracting). * back method signature Co-authored-by: karpov.evgeniy <karpov-em@dartit.ru>
2022-01-11fix DT structure checkYang Xizhi
2022-01-11The tooltips your mod wishes it had (#858)YannickMG
* Add network support for chanining GT Tile GUIs * Implemented Cover Tabs for IGregTechTileEntity See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details * Added IGuiIcon For easier addon extensibility of GT_GuiIcon Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs * Typo fix * Fixed unintended scala import * Tabs -> Spaces on the files I've touched * Propagate needsSteamVenting to UIs * Note special slot usage Determine whether a machine's recipe list ever makes use of the special slot * Add 2 configurable tooltip verbosity levels * Readability pass * New tooltip cache for flexibility It loads a configurable amount of lines per key based on the user's chosen verbosity levels * Let GT_GuiTooltipJava to use verbosity and LSHIFT * "Smart" auto-hiding tooltips * GT_GUIContainerMetaTile_Machine tooltip support * Rework Basic Machine tooltips * Wordy tooltips -> extended tooltips (clearer) * Fixed off-by-one error on power slot tooltips * Cleanup
2022-01-10revert blast change and reapply (#864)bombcar
2022-01-10only scan surrounding if actually needs that info (#863)Glease
2022-01-10display contents on tooltip of super/quantum chest (#862)Yang Xizhi
2022-01-10data access hatch now proactively update data sticks (#861)Glease
this is to combat the problem of TT data bank pushing not updated sticks as ghost item into assline, which then constantly reupdate said sticks. with this change even data sticks in TT data bank will update.
2022-01-10Cover tabs (#856)YannickMG
* Add network support for chanining GT Tile GUIs * Implemented Cover Tabs for IGregTechTileEntity See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details * Added IGuiIcon For easier addon extensibility of GT_GuiIcon Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs * Typo fix * Fixed unintended scala import * Tabs -> Spaces on the files I've touched
2022-01-09Added smoke to charcoal pile igniter (#860)YannickMG
- Visible indicator of pollution - Useful to tell from a distance if it finished processing
2022-01-08Fix Charcoal Pit Igniter choking on pollutionYannickMG
Necessary because the pollution per tick is no longer 0.
2022-01-08Fix ItemFilter GUI brokenGlease
2022-01-07Review how per chunk modifier for oil is calculated (#855)Glease
2022-01-06Modify translation numbers for localization (#854)iouter
Modify translation numbers for localization
2022-01-06Add in game GUI to configure client preference (#852)Glease
* Add in game GUI to configure client preference * Fix backslash
2022-01-06Circuit Assembler rename (#853)bombcar
* update buildscript * rename circuit assembler to fit
2022-01-05Normalize Fluid Canner fluid handling and looks (#847)YannickMG
* Normalize Fluid Canner fluid handling and looks - By disabling sharedTank (on this, the only machine that uses the feature) the fluid canner gains a proper output tank. - Fixes UI interactions with the taking fluids out of the invisible fluit output slot with cells - Harmonizes UI with the look in NEI and with other basic machines * Removed unused FluidCannerNEI.png
2022-01-05fix item stuck (#849)Yang Xizhi
* fix item stuck fix https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9338 * glease's suggestion
2022-01-04Add a bunch of minor optimizations (#848)Glease
2022-01-03Basicmachine gui slots rework (#846)YannickMG
* Updated build script Also set developmentEnvironmentUserName = Developer * Added .vscode to .gitignore * Properly hide unused slots in basic machines - Adds methods to GT_Recipe_Map to determine whether it contains fluid inputs or outputs - Adds methods to GT_Slot_Holo to support turning it "off", which also turns off highlighting it on mouse-over - Uses those changes in GT_GUIContainer_BasicMachine to "turn off" slots unused by a machine - Some code clarification/deduplication in GT_GUIContainer_BasicMachine * Hide unused Replicator fluid output slot * Disallow filling fluid input tank if unused
2022-01-03Allow drag and drop from NEI to set output hatch locking (#845)Glease
* Allow drag and drop from NEI to set output hatch locking also cleaned up the output hatch networking code * Add not locked indicator
2022-01-02Fix pollution overflow (#843)Glease
2021-12-31clarify conditional (#842)bombcar
* clarify conditional * keep conditional
2021-12-31Basicmachine gui slots highlight fix (#841)YannickMG
* Updated build script Also set developmentEnvironmentUserName = Developer * Added .vscode to .gitignore * Properly hide unused slots in basic machines - Adds methods to GT_Recipe_Map to determine whether it contains fluid inputs or outputs - Adds methods to GT_Slot_Holo to support turning it "off", which also turns off highlighting it on mouse-over - Uses those changes in GT_GUIContainer_BasicMachine to "turn off" slots unused by a machine - Some code clarification/deduplication in GT_GUIContainer_BasicMachine * Hide unused Replicator fluid output slot
2021-12-30Refactors for easier reading (#839)Jason Mitchell
* Refactors * Common functionality to base classes * GT Pre/Postload broken into more modular pieces * Extract common (mainly cover related) functionality from BaseMetaTileEntity & BaseMetaPipeEntity
2021-12-30fix iron tank dupe (#840)bombcar
* fix iron tank dupe * fix dupe
2021-12-30fix tank stacks getting an empty nbt tag now and then (#838)Glease
2021-12-30Fix GT_Packet_SetConfigurationCircuit not setting inventory dirty flag (#837)Glease
2021-12-27Allows GT_Network to be created from addon mods. Similar to how the network ↵Jason Mitchell
handler is implemented in GT6. Adds some extra validation that the packet IDs line up appropriately. (#836)
2021-12-24tt support for pa (#833)Yang Xizhi
* tt support for pa * remove anti pattern. clear up duplicated code fragments * fix copy pasting error * add vanilla energy hatch back Co-authored-by: Glease <4586901+Glease@users.noreply.github.com>
2021-12-24add more turbine texture (#835)Yang Xizhi
2021-12-23Rc blast furnace integration remove (#834)Martin Robertz
* remove RC Blasfurnace copy recipes during gt load * fixed wrong outcommented code
2021-12-23Optimize OrePrefixes.contains and OrePrefixes.add (#832)Glease
1. Convert global map mCachedResults to an instance field. 2. Convert the post add null check to a builtin null check via GT_ArrayList 3. Use new GT_ItemStack2 (which has a slightly better hash function than stackToInt)
2021-12-23Remove no longer needed smelting cache (#831)Glease
2021-12-23Add input filter to auto maintenance hatch (#830)Glease
2021-12-21Fix typo (#829)Glease
2021-12-20remove the client side methodGlodBlock
2021-12-19fix salt water recipe (#826)Martin Robertz
* fix salt water recipe 1000 water get 1000 Salt water adjust mixing time to 5 secs change salt water to distilled water as well * add old recipe ratio back 2k water 2k saltwater per salt * Revert "add old recipe ratio back 2k water 2k saltwater per salt" This reverts commit e59bad2c9d115db9725a21b518bd945c4e180e65.
2021-12-18Ignore stack size in collision checking (#825)Glease
2021-12-18Fix derp in BaseMetaPipeEntity during git merge (#824)Glease
Also added a bunch of fallback overrides to GT_Cover_None in the case of my stupid programming errors again