Age | Commit message (Collapse) | Author |
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(#2806)
* Reduce multipliers in Ichorium rotors
-> Reduce multipliers for steam and gas from 30 to 6.
* Swap costs and tiering between XL Gas and SH Steam
- Changed the tiering of material inputs for the recipes of the two turbines, so they swap tiers (Gas becomes LuV, SH Steam becomes IV).
* Fix tiered LuV material in some GT++ recipes
- Change Chrome to Rhodium-Plated Palladium in the tiered material list used in some GT++ recipes.
* Spotless apply for branch XLGT_Changes for #2806 (#2807)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* fix & addition
* less magic number
* spotless?
* comment changes
* hoho
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fix
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* use new tier materials
* remove outdated comments
* fix material progression
* sa
* remove more outdated commented code
* use gt api
* materials.uv is broken
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* Switch to using the vanilla fortune logic for raw ores.
* change long to int
* switch random generator
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no chances in ingot maceration
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(#2809)
use oredict instead circuit enum for Magneto Star Matter material component
Allow ANY CIRCUIT as input for Magneto Star Matter material recipe in Electric Implosion Compressor.
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* MFE buffs
* Change electromagnet text formatting for consistency
* Formatting changes as suggested
* Structure change
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* Support for hot solar salt in EHE
This provides support for the hot salt from the solar tower in the EHE. The numbers are based off of the heat exchanger which is that hot salt is five times as dease as hot coolant.
* Spotlessapply
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* Laser engraver boilerplate and structure
* Made a rough, untextured laser renderer
* Laser renderer is kind of functional
* Laser renderer follows curve
* Laser turns on/off when recipe is running
* Sampsa laser
* Color changing boilerplate
* Registered all gt lenses
* Fixed default renderer to white
* NBT reading functional
* Stole SE code to try and get TE working. It does not
* Laser renderer finally functioning with more than 1 laser!
* Moved tick count to TileLaser so lasers don't tick each other
* Implemented laser source hatch
* Structure update + spotless
* Switched to the GT_Values tier list
* Update tooltip and message player about rendering toggle
* Allow fluid input/output
* Attempting to give proper name to laser plate
* Fixed laser plate name
* New laser plate texture
* New casing just dropped
* Allow UMV glass to use any laser source
* Switched laser to a simple line renderer instead of a model
* Fixed hatch texture I missed earlier
* Spotless
* Controller textures
* render: New laser renderer
- Use GL quad rendering instead of line rendering to fix scaling
- Set lightmap coords (Emit bloom glow with shaders)
- Set opacity to 1.0
- Slight cleanup
* Got rid of the old laser model
* Tweaked some numbers on the renderer
* Spotless
* cleanup
* I give up on rotation, I've spent too much time trying to get this to work
* Got block item working I think
* Fixed tooltip for laser and multicanner
* Support bartworks lenses
* Finishing touches
* Removed unneeded assignment
* Allow UXV lasers to do all recipes
* Forgot to call super for nbt data...
* Replace magic numbers
* oops, spotless
* Another magic voltage number
* Rotations and mirror flips
Now with spotless
* fixed west/east
* ok but actually fixed now, mixed up west/east with north/south
* Updated laser source snapping to account for rotation being allowed
* Cleanup rotation axis and remove unecessary nbt
* Re-added nbt but actually load it properly now
* Fix NEI displaying lots of hatches
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Co-authored-by: LekKit <50500857+LekKit@users.noreply.github.com>
Co-authored-by: BucketBrigade <apple12a1@hotmail.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* first few files outlining new lathe multi
* MultiLathe: Attempt to add tiers based on pipes
* MultiLathe: Added Item Pipe Casing blocks and tiers
* MultiLathe: Finished Machine and its mechanics
* MultiLathe: Add recipe map and recipes for new precision lathe mode
* MultiLathe: Apply Spotless
* Revert recipe map changes
* remove a few more recipe additions
* revert to basic lathe recipe map for the multi
* fix imports and make them all explicit
* remove a few more * imports, update tooltip info
* Update src/main/java/gregtech/common/blocks/GT_Block_Casings11.java
Co-authored-by: Mary <33456283+FourIsTheNumber@users.noreply.github.com>
* Added to the texture list documentation for blocks
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: Mary <33456283+FourIsTheNumber@users.noreply.github.com>
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* fix machine casing capability
* require 1 input hatch and output bus, and make input hatch need to match casing tier
* update tooltip
* remove excess variable
* update recipe generation count so it's not done on the fly
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* Actually use the Fluid Heater instead of the Oil Cracker
* Yeet the Old Cracking Recipes
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* Adjust to AE2 api changes
* update
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Co-authored-by: Dream Master <dream-master@gmx.net>
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* Go away from saving to file for space teams
* apply spotless
* make an additional null check
* Add raven's suggestions
Co-authored-by: Raven Szewczyk <git@eigenraven.me>
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Co-authored-by: Raven Szewczyk <git@eigenraven.me>
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Changed the melting point to fix automated rrecipe generation
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disable optimize on 8 gtpp recipe maps
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* Adds output locking for non-ME output buses
* Add data stick support for output bus filters
* Small optimization to output bus iteration
* spotless, my one true enemy
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only modify a copy
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actually have output
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Disable expecited recipe check by default and add a button to enable behavior + optimize
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* Add offset between 1 and 20 to every multiblock to spread recipeChecks around
* Change to 100 buckets instead to have even distribution
* Make random offset final
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Co-authored-by: slprime <history-21@yandex.ru>
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remove old integer method
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use manual electrolysis recipe
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* Adds vein type readout to multiblock miners (+metrics)
* Spotless, fix weird import
* Downgrades VP dep to latest non-pre version
* Update dependencies.gradle
* Refactor to eliminate dep on VisualProspecting
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* fix
* better fix
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fix oversight and improve tooltip
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downgrade BC diamond chipset recipe
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* Fix T2 PCBFactory NEI structure preview
* compileOnly blockrenderer
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* delete conflicting recipes (they never existed anyway?)
* oil distillation recipe changes
* nerf naphtha burn value
* adjust recipe times to the input changes
* adjust to 100L oil input
* add circ 9 recipes
* recipe times
* fractions
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* Load time optimization: replace recipe reflection with mixin accessor
* Save an inner loop allocation in StaticRecipeChangeLoaders
* Move Bauble event handler from individual items to GT++ proxy
* Update mobs info with more optimizations
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* Fixes stocking bus crash
* Fixes stocking bus crash when switches stocking mode
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Co-authored-by: BucketBrigade <apple12a1@hotmail.com>
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* Switch to separateMixinSourceSet for 10x faster incremental builds
* Update version
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Fixes fluid extractor recipes that come from forestry
Co-authored-by: BucketBrigade <apple12a1@hotmail.com>
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* Add LCR recipes and fix ZnF4 output
-> Added LCR equivalents to some Dehydrator recipes that forced cell chemistry, to avoid the cell usage;
-> Fix one recipe that wasn't outputting Zirconium Tetrafluoride correctly.
* LFTR recipe tooltip fix
-> Fix the display of energy generation in LFTR recipes, which showed 0 for all recipes due to a mistake in the metadata used.
* Spotless apply for branch LFTR_Quick_Fixes for #2768 (#2769)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* semifluidgen
* use CI
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* Add expedited recipe checks for autopulling Stocking Hatch and Bus
* Change to proper Item and FluidStack comparison operators
* Forgot one
* And a negation
* Spotless apply for branch stockingHatchNotifications for #2748 (#2765)
spotlessApply
Co-authored-by: GitHub GTNH Actions <>
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* Change Steam Centrifuge
* Change Steam Compressor
* Change Steam Macerator
* Change Steam Washer
* Change Steam Water Pump
* Added sounds for Steam Water Pump and Steam Washer
* Change recipe ULV input and output hatch
* Added sounds
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* thing
* tweak
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* Fix sound for Compact Fusion
* Fix sound for Cyclotron
* Fix sound for Fusion
* Apply spotless
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* Added Steam Forge Hammer
* fix
* Saving tiers in NBT
* fix
update bs
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Framework for mode text in gui
* Add getMachineModeName to all multimachines
* Changed lang file for MFE because "Electromagnetic Polarizer" and "Electromagnetic Separator" are too long and make the GUI look bad
* Removed leftover code
* Removed more leftover code... oops
* Moved logic to base class and made mode switch chat message localizable
* Merge caused spotless to fail, I guess
* Reverted logic from parent class
* ahhhh spotless
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* fix vacuum furnace recipes and fusion skip
* the boubler strikes
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* Fixed MFE appearing as header for its NEI recipe categories over singleblock machines, also fixed showing multiamp hatch in NEI preview
* Same fix to recipe categories for TurboCan
* Locked maghatch to a specific casing to prevent clever wallsharing setups that would allow you to duplicate magnet usage
* spotless
* Tooltip adjusted for new hatch placement
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