Age | Commit message (Collapse) | Author |
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Co-authored-by: miozune <miozune@gmail.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* [major] new effect, comb, flower, mutation condition
* [minor] imports
* Update GT_BeeDefinition.java
* [minor] fancier processing
* [patch] bs
* Update ItemComb.java
* Update SifterRecipes.java
* [minor] nuked machine booster effect
* Added back the effect but now with tick throttling. Right now it is set so the effect only gets triggered every 30 seconds.
* SA & BS
* [minor] add dynamic authority
* rename comb type and bee
reduce speed to super speed
* update bs + sa
* changed to fastest because super speed was 2x blinding (wired naming)
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* machine message
* fix & prass channel
* machine message
* fix & prass channel
* fix machines that dont use regular onPostTick
* follow error fixes and fix hatch check
* oops
* sa
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* Compressor boilerplate
* Getting test structure working
* Structure fixes
* Implemented basic HIP and Black Hole structure elements complete with heat and black hole stabilization mechanics
* Cooling glow, also HIP cools much slower than it heats
* Got blue cooling texture working
* spotless :3
* Force structure checks every 10 seconds like nano forge
* Neutronium compressor recipemap created
* Various strange changes attempting to get a neutronium compressor map working. Shelved for now
* Absolutely going hog wild with neutronium testing
* BIG RECIPE
* Added Ollie author tag
* Added a bunch of neutronium compressor recipes
* Deeply cursed recipemap combining
* Neutronium compressor structure
* Black hole requirement for recipes established
* Black hole implementation changed
* Added black hole catalyzation
* spotless
* Removed neutronium compressor recipes from gt5u
* Made eternal singularity work somehow
* Boilerplate for new hatches
* Tinkering
* Split the multi in 4
* Fix refactor
* Implemented the new black hole mechanic with catalysts.
* Give speed bonuses/nerfs to recipes based on black hole. Shuffled some logic around
* Imported real structures
* Proper HIP implementation with heat sensor
* Cut HIP mechanics from Neutronium
* Restore Gangue for use in a black hole recipe
* Made Gangue blocks load
* sa+update deps
* Added t1/t2 casings
* Temporary casings for neutronium
* SA from merge
* Temporary HIP Textures
* Temporary Black Hole textures
* Support machinemode for black hole, support special value for compression
* Don't let neutronium compressor do black hole recipes
* Get all of the numbers in
* Tooltip adjustments for readability
* Casing fix and more tooltips
* Correct structure tooltips
* Improve legibility of HIP tooltip
* 1 parallel per tier when overheated
* Lost my privates
* Fixed modern cast and imported the new textures
* Removed very unnecessary logic
* Nerf HIP parallels to 4 to make black hole better
* Change all special value stuff to proper metadata
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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enable whole multiblock hatch configuration copying
does not include crafting bus for now
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
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* Create basics of new multi
* Fix forming and recipe processing. Fix tiering and display tiers in waila
* Add textures, clean up some code, rework bonus calculations
* Apply spotless
* add amp limit
* update deps
* Revision: Add 128 mininum casings needed and tooltip
* Revision: Change extended class to ExtendedPowerMultiBlockBase
* Revisions: remove unecessary call to getBaseMetaTileEntity().sendBlockEvent
* Revisions: revised code to break out calculations and show in waila, update calculations to be more inline with other multis
* Finished some other changes and formatting, moved things to lang file
* Update GT_Loader_MetaTileEntities to use star import
* Update src/main/java/gregtech/common/tileentities/machines/multi/GT_MetaTileEntity_MultiAutoclave.java
* spotless
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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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* Change the Dragon Blood and items based around it to be Dragonblood be to further reflect the items it produces
* Add lang instance for bee
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* Add europium, neodymium, and rare earth bees. Normalize naming of combs and some bees with their products
* fix a few more that were missed, and also apply the same logic to the comb drops
* fix redstone bee to iron bee for neodymium
* Made requirement for Europium bee mk 1 compact fusion controller and mk 2 for americium bee
* Update block requirements to be more efficient for bbreeding
* Cleaning up bee and comb names to be closer to what they produce, fix up some typos
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* trigger
* structure update button
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* GT music system
* Minor fix for some glitches when switching dimensions with P2Ps on both sides
* Most features implemented except headphones
* Implement wireless headphones
* Disable debug mode
* Spotless
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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Laser Hatches (#2859)
* Remove laser recipes based on tiers
* Add 4M and 16M Laser Hatches
* Add Laser Mirror
* Add Laser Mirror recipe
* Refactor mirror
* Add customizable amperage to laser source hatches
* Hide lasers from NEI, add customizable amperage to target hatches
* Fix missing connection branch
* Address review
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* Added the miniature wormhole generator
* Updated structure & tooltip and added hatch hask
* Fixed controller promotion not working
* Initial work wormhole render + spotless + git strangeness
* Fix wildcard imports
* Removed redundant code + added more reasonable defaults
* fix
* sa
* Remove debug print statements
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: CookieBrigade <138534411+cookiebrigade@users.noreply.github.com>
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* Add barebones PurificationPlant class
* Make simple 3x3 structure to form purification plant
* Add base purification unit class and dummy sifter unit MTE
* Make sifter unit form
* Fix accidental wildcard import
* Implement basic linking of units to controller using data stick
* Make linking more robust, save bidirectional links, add scanner output
* add linking range, error message and unregister old controller when re-linking
* Add link status of purification units to waila body
* Disable maintenance issues on purification plant units
* spotless
* Check structure of linked purification units in main controller
* Remove all star imports
* Small refactor to avoid updating status from main controller
* spotless
* Attempt to document current code
* Convert some comments to javadoc
* Implement basic processing cycle, sync it with linked purification units
* Make water purification plant drain power
* Calculate power drain from active units and remove controller power drain
* spotless
* Add very barebones recipemap
* Fix recipemap name in lang file
* spotless
* Fix purification unit recipemap name
* spotless
* more sane amount of max fluid outputs
* add some item outputs to sifter unit
* Very simple recipe processing, may be buggy
* spotless
* Implement recipe failure
* Implement void protection for purification units
* spotless
* buff item output odds slightly
* Add WIP grade 1 structure
* spotless
* Store base success chance in recipe metadata and display it in NEI
* Fill sifter plant with water
* Add comment
* Allow construction sifter unit in survival
* Implement water boost
* Fix water boost allowing output chance to go over 100%
* Implement failed recipes outputting lower tier water
* Fix typo
* Fix deformed purification unit still drawing power
* Slightly refactor recipe check so base class can read result
* Create empty ModularUI container for purification plant
* The great gui struggle part 1
* More gui struggles, we have a button now
* Adjust button text and size
* gui wars: the rise of the sync
* gui wars: a new hope
* fix the sync
* is pengu old enough to know exceeder?
* Fix being able to link the same unit multiple times
* Sync status string to client
* Sign sifter with my name
* Show status somewhat properly
* Adjust sifter base chance and structure
* Fully implement sifter unit
* More tooltip refactoring
* Add structure info to sifter tooltip.
* nitpicking tooltips
* Adding sound to Purification Plant Main Unit.
* fix star imports
* Add basic coagulator unit, add recipemap for it
* Write coagulator tooltip
* comma nitpicking
* more tooltip work
* small refactor to purification plant controller
* start work on custom recipemap frontend
* Fully implement coagulator
* Update structure requirements in tooltips
* Move controller text in structure tooltips to be consistent
* fix NPE on world load
* Add base ph adjustment unit MTE
* Add info to main controller and energy hatch check
* Fixing tooltip of Main Controller & Energy/Exotic Hatch check.
* Create full pH adjustment structure
* disallow any voiding on purification unit
* Small custom RecipeMap frontend for ph adjustment
* Generate random initial pH value
* Implement inserting NaOH and HCl to adjust pH
* Add easter egg
* Implement pH sensor hatch
* Properly consume HCl and round pH value to 2 digits
* Write ph adjustment unit tooltip
* Tooltip nitpicking
* Try to fix some structurelib hints
* More trying to fix hints
* Add industrial strength concrete casing block
* Add water loop sound to the game
* Document random initial pH in tooltip
* Add glass material base
* Fix spotless formatting in Textures docs because I cannot take it anymore
* Add glass texture
* Try adding transparent glass
* Transparent glass working
* Create pH resistant glass and update pH structure to use it
* Create full structure for main purification plant
* Create custom water purification casing block
* Properly balance ferrous wastewater reprocessing and reduce input by a factor 10
* Add pH factor to NEI tooltip and fix coagulator structure
* Structure tooltip for Purification Plant base
* Add GT_Block_Glass2 and properly set maxMeta
* Add Tinted Industrial Glass blocks
* Fix BlockCasing9 not showing custom tooltip
* Register tinted glass as EV glass
* Add sterile water plant casing and revert tooltip change
* Mention required water in sifter tooltip
* Add more textures and casings
* Add more textures, sounds and add structure info for pH adjustment
* Rename sifter unit to clarifier
* Rename coagulation unit to flocculation unit
* Add activated carbon line
* Fix unintended activated carbon recipe
* Add activated carbon filter
* Add polyaluminium chloride + solution
* Add new custom textures by @BlueHero233
* Wip recipe page with new background for flocculation
* Fix flocculation background image mostly
* Finally aligned the slots
* angery mumbles
* Finish flocculation recipe page
* All the recipe pages!
* Add new reworked textures
* Fix ph adjustment being t3 instead of t4
* Fix invisible casing
* apply chembalance to polyaluminium chloride properly
* Fix ferrous wastewater -> flocculation waste liquid
* Move flocculation to grade 3
* create ozonation unit with placeholder blocks
* add new blocks for ozonation with placeholder textures
* Add water to ozonation structure
* Create ozone gas material
* Add ozone recipe
* Add textures for ozone unit
* Add sound loop for ozonation
* fix
* implement ozonation mechanics
* Finalize ozonation tooltip
* Create dummy plasma heater multi
* Update textures for plasma heater
* Add grade 5 recipemap
* Add hatches to plasma heater multi
* Add basic plasma heating unit variables
* Implement plasma heating unit mechanics
* Add plasma heater tooltip
* Add structure info to plasma heater tooltip
* fix ozonation tooltip, add frontend
* Fix positioning on ozonation tooltip and fix plasma heater crash
* Add UV treatment MTE and structure without textures
* Revert accidental addition of debug dependencies
* Add initial version of uv unit textures
* update naquadria casing, add water color gradient
* Some minor cleanup and added docs
* Create lens housing bus
* Add lens bus to UV treatment unit
* Add lens indicator hatch
* Merge GT_MetaGeneratedItem_03.java
* Add lens indicator hatch
* Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe
* Implement lens swapping mechanic
* Clean up first lens swap
* Fix uv recipemap lang and move lens cycle to recipe
* Write uv treatment tooltip
* Add sounds for uv and plasma steps
* Create empty degasifier class
* Create temporary debug structure for degasifier
* set temp casing index for degasifier
* create degasifier control hatch
* create slightly less temporary but still temporary structure for degasifier
* Start impl of degasifier
* fix fluid consumption and nbt loading of degasifier
* Degasifier implementation should work now
* Rename and reformat some things and start work on degasser tooltiop
* give last bit much lower chance of being on to avoid cheesing
* Finish degasifier tooltip
* Integrate some deleno lore
* hopefully fix all moved casing meta ids after merge
* Create finalized degasser structure
* Integrate more deleno lore
* Add even more lore
* Create placeholder particle catalysts and fetch particle items from gt++
* Fix wrong casing and recipemap localization
* Create parallel config menu
* refactor purification recipecheck slightly
* implement parallel amount on water i/o and power
* add tooltip info about parallel config
* fix text
* update block names in structure tooltips
* create structure tooltip for degasser
* create textureless quark catalyst items
* add the purple glass
* fix lore typos
* fix some casing indices
* remove concrete floor from water plant and reword tooltip
* fix main plant structure and add placeholder structure for t8 step
* fix structurecheck for main plant and add random catalyst generation for t8
* implement basic mechanics for particle extractor (wip)
* Create plasma heater frontend
* implement final mechanics and bugfixes for particle extractor
* add recipes for re-aligning quark catalysts
* add simple recipes for catalyst alignment
* initial replacement of purified water in engraver recipes
* add purified water to all wafer cutting recipes
* fix purified water amounts
* buff quark cyclotron recipe again
* extract t8 unit casings into their own icons
* Write initial tooltip for t8 module
* add purified water to mask recipes
* Add recipe comparator to show low tier purified water recipes first
* add min casing check to waterline multis
* buff ozone production
* update t8 structure
* make purified water optional again for naq wafers
* Fix blockrenderer for purification plant
* fix nei previews
* fix nei
* really fix nei this time
* add t8 lore
* fix hatch recipe locking blocking automation on some steps
* try to solve weirdness with grade 3 recipe
* fix issues with recipecheck
* fix missing null check
* make ph sensor use a strict inequality check
* fix min casings on t5
* significantly nerf purified water usage for beamline masks
* disable void protection for waterline
* small adjustments to t6 unit
* more small adjustments to t6 unit to prevent easy automation cheese
* fix degasser redstone output and missing return statement
* remove water QFT catalyst recipes
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Co-authored-by: Tianyou Mei <meitianyou94@gmail.com>
Co-authored-by: OlliedeLeeuw <ollie.riemersma@xs4all.nl>
Co-authored-by: Ollie_de_Leeuw <154506304+OlliedeLeeuw@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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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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* 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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Disable expecited recipe check by default and add a button to enable behavior + optimize
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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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* 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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* Button textures. Once again I am manually pulling changes from a different branch... sorry. If you want to read the full commit history, the modeswitchgui branch has it.
* Texture enums
* Implementation in ControllerWithOptionalFeatures
* Implementation in GT_MetaTileEntity_MultiBlockBase
* Implemented into all multi-machines
* Lang changes
* Added documentation
* Added missing clear
* Quick polish changes - button base texture is standard instead of pressed, and the click noise works.
* MFE compatibility
* TurboCan compatibility
* Fix misordered icons in canner
* Removed redundant code in button
* Attempted to refactor with MachineMode enum. Also moved loadNBT and saveNBT logic to base class
* sa
* fix
(cherry picked from commit 1f14a7abf460ad114f10e8ba58b6be44b7b18d48)
* Rework machineMode into enum of IMachineMode completely
* Fixed breaking typo
* Made it stop crashing on normal multis that don't support mode switch
* Revert
* Finished revert and re-addressed changes from original review
* spotless
* Load nbt tags in correct order. Fixes backwards compat
* Check nbt key on load instead
* Run super last and make all MACHINEMODE static
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Add Water Pump
* Added check humidity
* Apply spotless
* Added tier 2 WaterPump
* Added new textures and Fixed the display in nei
* Optimizing imports
* Fix tooltip
* Added craft for Output hatch ULV, Wooden Casing, Water Pump
* Apply spotless
* sa+update deps
* Delete the sky check method
* sa
* Rewrote WaterPump to SteamMultiBase.
* Added a steam hatch to the structure and changed the tooltip
* Spotless apply
* Changed VoidProtection and calculate water generation
* Remove star imports
* Rename Wooden Casing to Primitive Wooden Casing
* Remove enableMultiblock_WaterPump
* Rename static variables
* Change variables and tooltip
* Sa
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Co-authored-by: Dream Master <dream-master@gmx.net>
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* Built multi template with required methods in gt++.
* Filled out template based on gt++ electrolyzer code
* Refactored into gregtech. Not supposed to add multis to gt++, whoops!
* IntelliJ "smartly" deleted all of the imports in GT_Loader_MetaTileEntities and replaced it with a wildcard import... which caused it to fail checkstyle. Thanks so much, IntelliJ.
* Figured out how to make IntelliJ Stop Doing That
* Added author tag and vac freezer texture for testing.
* Registered casing, working on getting texture functional
* Added casing texture
* Fixed structure check and added processing logic. Multi now forms and can run EMS recipes
* Added overlay textures
* Made new Casings10 class and added EMS Casings to it. Texture mesh now functions
* Made controller match casing mesh
* Shifted Casings10 to an actual page number instead of magic number. Now sits on page 16, following where waterline casings will be implemented in future
* Added Electromagnet Housing. Has no texture, but you can place an open its inventory
* Added electromagnets and their texture files
* Multi now requires EM housing and breaks if there are 2
* Electromagnet Housing has proper texture and can be wrenched. Also has a placeholder overlay
* Tooltip updates. Added pollution
* Electromagnet tiers modify processing logic. Some issues remaining
* Prettier switch & spotlessApply
* Multi now validates electromagnet before recipe check. Also added a machine casing texture
* Pollution fix
* Support for exotic energy hatches added. Recipe check fails if electromagnet is too weak
* Stack size of 1 for electromagnets
* New electromagnet textures
* Final pass on EM textures. Also, EM Housing uses IV hull as base texture instead of ULV
* Put in placeholder-ish recipes for controller/casings/EM housing
* Placeholder recipes for electromagnets. Also fixed structure check, whoops
* Renamed multi to Magnetic Flux Exhibitor
* MFE can run as a polarizer
* Fixed exotic warning getting stuck
* Attempted to add assline recipes, not working
* Fixed assembling line recipe templates. Thank you chochem <3
* Fancied up tooltips
* Fixed parallel issue
* Updated recipes. Will have to move them to coremod
* Nerfed speed on all electromagnets
* sa
* Restricted MFE to multiamp non-laser.
* Spotless
* Animated Mag hatch
* Added glow
* Removed pollution. I am a gentle soul
* Addition to structure check
* Disabled wireless laser compatibility
* sa
(cherry picked from commit 155cf4dd7284ca84bd9be79f11b6f577b38a4e0d)
* spotless
* Removed all recipes. These have been replaced in the coremod
* -Removed unnecessary structure check
-MIN_CASING final
-Baps author tag
-Refactored mMagHatch to not be a list
-Added tooltip builder in MagnetTiers
* Forgot to run spotless
* Last minute tooltip fix for structure accuracy
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Co-authored-by: Dream Master <dream-master@gmx.net>
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* Ported changes from canner-dev branch because I have thoroughly messed up my branch management.
* Renamed multi, fixed textures, spotless
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* Amazon warehouse is now an unpackager too
* Fixed unpackager recipes not showing up in NEI for the Warehouse. Edited the tooltip
* sa
(cherry picked from commit e42861816ba516bd3da1f28d068a1e800e6098ee)
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Co-authored-by: bdoubleo <user@MacBook-Pro-user.local>
Co-authored-by: Dream Master <dream-master@gmx.net>
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* store astral arrays internally
* save to item nbt
* initial implementation
* uncap running time and add syncer for convergence status
* adjust tooltips and add localisation
* add comments
* this should not be here
* small text adjustments
* Add bonus for using higher tier CoAl casings (#2668)
* add bonus for higher tier casings
* add tooltip info
* Fix a vat recipe conflict (#2677)
add circuit
* update
* Fix EBF & multi smelter scanner info (#2681)
fix
* Put some sanity in GT_MetaGenerated_Item_01 (#2649)
* set coin ids in enum
* extract coin shapeless recipes
* Arrows
* splitting more
* mold shapes
* big split
* split behaviors
* spotless
* enumerated shapes
* more enum work
* continuing enum work
* new batch of enum work
* last enum work
* Sort enum by IDs
* move enum into its own class
* public field
* Put some sanity in GT_MetaGenerated_Item_02/03 and in GT_MetaGenerated_Tool_01 (#2659)
* enum work
* sorting the class
* extracting the enum in its own class
* initial enum work for GT_MetaGenerated_Item_03
* split
* finished enum work
* extract enum in its own class
* migrate to enum
* remove duplicated recipes
* sorted enums
* extracted enum in its own class
* spotless
* fix compilation errors
* spotless
* fix mistake
* Add oredict for LV and HV circuits (try no 2) (#2682)
* blacklist ic2 ciruits from unificator
* fix 2 circuit oredicts
* move cleanroom assembler recipe
* remove unittest that needs nhcoremod to work
* fix electronic circuit recipe
* move recipe to better place and avoid duplicates
* move fluid filter recipe
* Clean crafting achievements (#2662)
* clean up crafting achievements
* spotless
* make crop tooltip appropriate (#2684)
change tooltip
* Move some mixins to hodgepodge (#2633)
* Move some mixins to hodgepodge
* store astral arrays internally
* save to item nbt
* initial implementation
* uncap running time and add syncer for convergence status
* adjust tooltips and add localisation
* add comments
* this should not be here
* small text adjustments
* add transdimensional alignment matrix
* add recipe
* require alignment matrix
* capital c
* fix catalyst tier being off by one
* swap some items around
* update aligment matrix tooltip
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Co-authored-by: chochem <40274384+chochem@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: HoleFish <48403212+HoleFish@users.noreply.github.com>
Co-authored-by: boubou19 <miisterunknown@gmail.com>
Co-authored-by: Jason Mitchell <mitchej@gmail.com>
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* Adding information to Waila
* sp
* Added mode names to the lang file
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add parallel config window
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what a sludge
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* lang file
* sa
* Update GT_MetaTileEntity_ConcreteBackfillerBase.java
remove star imports
* Restore original logic
* Save and load NBT
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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change
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* Add plascrete block as an exception
* Spotless
* Add sort button
* rebalance range
* small fix
* Add a localized button
* Rename and add comment
* Spotless
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* Fix: downlink connect to various centres
* Spawn drone item after destroying
* Update lang
* Save to nbt
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* ShutDownReason setup
* implement
* fix machine not turn on
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* Add SearchBar for DC
* Display customName
* Fix i18n
* Add UI for module
* extract variable as final
* convert to ChatComponentTranslation
* move some code to mui
* Spotless
* More i18n
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* Add Drone Centre
* Apply texture and model
* Update en_US.lang
* Remove import.*
* Switch to block render
* Balance range and break chance
* Add recipe
* Spotless
* Update lang
* Fix recipe
* Rewrite connection system and UI
* Remove debuff party
* Spotless
* Fix server class not found
* A stupid enough recipe
* Another bad recipe
* Update tooltip & i18n
* Close it!
* Spotless
* Disable draggable
* prohibited remote control when centre is offline
* Rename
* Rename; Change specifiers
* Update texture
* spotless
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* add to stocking bus
* add to stocking hatch
* localisation stuff
* nbt fix (maybe)
* fix stocking hatch too
* hasKey is cleaner
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* Remove isValidMetaTileEntity and filterValidMetaTileEntities
* Remove OUTPUT_FULL
* Remove calclavia oredict
* Remove unused GT_GUIColorOverride constructor
* Remove getItemGridPositions
* Remove unused tool classes
* Remove unused GT_Runnable_Sound constructors
* Remove unused cover constructors
* Remove getBasicOutput()
* Remove unused GT_MetaTileEntity_GasTurbine constructors
* Remove ImplosionCompressorRecipes#addImplosionRecipe
* Remove mOutputItem1 & mOutputItem2
* Remove GT_MetaTileEntity_Miner#moveOneDown & #getFakePlayer
* Remove unused GT_Worldgen_GT_Ore_Layer constructor
* Remove GT_ModReference
* Remove deprecated BaseMetaTileEntity#receiveMetaTileEntityData
* Remove deprecated cover variables
* Remove deprecated GT_CoverBehaviorBase#isCoverPlaceable
* Remove unused variables from GT_MachineRecipeLoader
* Remove #getCalcificationOutput
* Remove IC2_Fuel_Can_Empty and IC2_Fuel_Can_Filled
* Remove deprecated #polluteEnvironment()
* Remove FluidDisplaySlotWidget
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* Add tool modes change
* Deprecate! Deprecate! Deprecate!
* Add mode to item name
* Opsie
* Byte 8 bit
* Add enum
* Spotless
* Types types types!!!! God I love types
* Make it trigger when player clicks midair
* update deps + fix wci
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Remove deprecated and unused things
* Move recipemap subclasses
* Move GT_Recipe_Map to outside and rename to RecipeMap
* Move recipemap instances to separated class & remove prepending s
* Remove useless GT_Recipe constructors
* Always use ModularUI
* Rename IGT_RecipeMap -> IRecipeMap
* Add RecipeMapBuilder
* Remove more deprecated and unused things
* Fix RecipeMap type parameters
* Use multimap for recipe index
* Fix bending recipe error in dev env
* Remove mUniqueIdentifier
* Update AE2FC
* Less edgy texture for NEI recipe background
* Add replicator fluid output slot for NEI and machine GUI
* Fix fluid fuels not having fuel value in large boilers
* Remove GT_RectHandler and NEI_TransferRectHost
* Remove RecipeMapHandler
* Move NEI energy description from RecipeMapFrontend to Power
* Refactor the way to filter fusion recipes
* Check restriction for some properties
* Remove showVoltageAmperage
* Make Power accept GT_Recipe
* Fix NPE
* Move NEI duration description to Power from Frontend
* Directly implement IRecipeProcessingAwareHatch for GT_MetaTileEntity_Hatch_InputBus_ME
* Make Power integrated with GT_OverclockCalculator
* Rename Power -> OverclockDescriber
* Don't modify recipe find logic until postload finishes
* Reformat reserved MTE ids
* Fix check for too few inputs on recipe addition
* Move replicator logic to backend
* Stop un-hiding assline recipes
* Allow setting custom recipe comparator & implement for fusion
* Update AE2FC
* Rename getRecipeList and getRecipes -> getRecipeMap
* Automatically register recipe catalysts
* Cleanup the way to detect recipe collision
* Make use of BasicUIProperties for basic machines
* Make use of BasicUIProperties for UIHelper
* Rename specialHandler -> recipeTransformer
* Add way to automatically register handler info
* Add recipe category
* Add some APIs for addons
* Rename blastRecipes ->
blastFurnaceRecipes
* Remove GT_MetaTileEntity_BasicMachine_GT_Recipe#mSharedTank and #mRequiresFluidForFiltering
* Don't require setting duration and EU/t for fuel recipes
* Don't require setting EU/t for primitive blast furnace recipes
* Revert change to addMultiblockChemicalRecipe
* Fix large boiler general desc recipe not being added
* Hide duration and EU/t from large boiler
* Cleanup recipe stacktrace draw
* Extend metadata usage of recipe builder to recipe itself
* Implement metadata handling & NEI comparator for PCB factory
* Some rename around NEIRecipeInfo
* Some toString implementations
* Add more APIs for addons & some rename
* Infer handler icon from recipe catalyst if one is not set
* Also shrink recipe title when OC is not used
* Remove rare earth centrifuge recipe
* Use metadata for replicator backend
* Adjust geothermal generator output slot
* Allow having multiple transferrects
* Store recipemap reference in backend
* Rename vacuumRecipes -> vacuumFreezerRecipes
* Add config to tweak visibility of recipe categories
* Remove mHideRecyclingRecipes in favor of recipe category config
* Fix typo fluidSolidfierRecipes -> fluidSolidifierRecipes
* Refactor findRecipe and ProcessingLogic to use Stream
* Fix BBF handler icon & remove bronze blast furnace
* Add fluent API for findRecipe
* Add way to stop adding progressbar
* Change arg order for special texture
* Avoid overwriting interesting failure with NO_RECIPE
* Some changes for FuelBackend
* Set space project icon
* Remove localization from TT
* Remove CNC recipe adder
* Move recipe extractor from AE2FC
* Minor internal change for ProcessingLogic#applyRecipe
* More javadoc on #getAvailableRecipeMaps
* Better implementation of #ofSupplier
* Move replicator exponent config to GT_Proxy
* Remove RC & IC2 macerator handling
* Rename StreamUtil -> GT_StreamUtil
* Refactor code around RecipeMetadataStorage
* Revise #compileRecipe javadoc
* Switch extreme diesel recipe loader to downstream recipe map
* Optimize #reMap
* Rename reload -> reloadNEICache
* Minor tweak for drawEnergyInfo
* a bit more doc
* Adjust recipe catalysts
* Add toString implementation for GT_Fluid for debug
* Minor revision for OilCrackerBackend
* Index replicator recipes by material
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Co-authored-by: Glease <4586901+Glease@users.noreply.github.com>
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* Add stocking input hatch
* Refactor stocking input hatch UI code and fix some formatting
* Add new visual changes from stocking bus and some refactoring
* Remove drain/fill methods and fix tooltip
* Split information slots into separate array and update MUI
* Use inventory of size in constructor
* Add assembly line support
* Add amount to info slot tooltips and update tooltips every tick
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* Shut down machine with message if stocking bus fail to extract items
* Better way to handle message persistent on shutdown
* Minor cleanup
* Allow more localizations
* Add network status display
* Fix auto-pull mode accepting shift insert
* Remove workaround for issue with multiple ME buses in a multiblock
* Some tweak for appearance
* Correct inconsistent variable naming in GT_UITextures
* Update .gitignore
* Fix typo
* Remove isScheduledForResetCheckRecipeResult by using persistsOnShutdown
* Apply "cannot set slot" tooltip for empty slots too
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