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path: root/src/main/resources/assets/gregtech/textures/items
AgeCommit message (Collapse)Author
2024-09-21Fix Magmatter Block + Brighten up MHDCSM + More cleanup (#3239)Envoidia
Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-09-19Infinite Spraycan Additions (#3226)querns
Co-authored-by: Caedis <Caedis@users.noreply.github.com>
2024-09-122.7 Stargate (#3105)Maya
Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: NotAPenguin <michiel.vandeginste@gmail.com>
2024-09-12Better texture blending + clean up unused textures (#3162)Envoidia
Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-09-12Texture Work 2: Electric Boogaloo (#3161)BlueHero233
Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-09-10Add higher tiered fluid regulators (#3061)kstvr32
Co-authored-by: kstvr32 <kstvr32@gmail.com> Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-09-08Adds Infinite Spray Can, left click event for item behaviors (#3085)querns
Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-09-07Finishing touches on black hole compressor (#3060)Mary
Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: BucketBrigade <138534411+CookieBrigade@users.noreply.github.com>
2024-09-06Halkonite/Superdense Plate fixes (#3081)Maya
2024-09-05UEV+ Material Diversity (#3045)NotAPenguin
2024-09-05Add superdense plates (#3050)Mary
Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-09-01Godforge continuation (#2950)GDCloud
* fix wrong offset * improve item insertion window * finish upgrade material functionality * add tooltip to material button * add rhugnor gear * half serious upgrade costs (will definitely change) * fix stocking hatch not working for fuel supply * add information window * add heat formula info * add autobuild hint dot info * add phonon related items and fluids * first iteration of glitchy material renderer * tweak renderer overlay opacity * add new material * add phononic seed crystal and six-phased copper block * add recipes for phonon transfer medium chain * add solenoid block replacement * add creon * decouple smelting module structure * spotless weirdness * add most casing recipes and late loading method (for the special singularities) * add new singularity recipes * more recipes * add glow * generate more dragonblood parts * add upgrade costs * fix upgrade tree window scrollable weirdness * forgor glow texture * add last upgrade text + a random comma * re-add phonon medium abs recipe * add six-phased copper nanite recipe * fix button overlay being off by 1 pixel * fix merge mishaps * forgot to adjust debug buttons * fix stocking bus fuel insertion and fuel int overflow * add graviton shard ejection * minor structure oopsie * ejection button registration * ejection button tooltip * add graviton shard item * eject the right item + save ejection status to nbt * fix input bus amount npe * change rendering block offset * adapt eoh rendering to allow changing the star's size * initial rendering changes (make the blue star render) * change seed crystal recipes * another small seed crystal change * adjust item renderer * add tooltips * circuit oredict fix * tooltips, upgrade names, some experimental ui changes and small fixes * author * make star bigger * fix recipes * remove unnecessary tooltips * spotless * recipe adjustments * make magneto resonatic block craftable * change magneto resonatic gem autoclave times + spotless * add structurecheck button to modules * more recipe adjustments * fix extra material crash * more recipe adjustments * lower eternal singularity amounts * display recipetimes <1 sec properly * try to fix hasShiftDown crash * adjust plasma module recipes * swap placeholder names * implement rings disappearing/reappearing for renderer * utility for structure strings * buff plasma module parallel * fix itemlist * Spotless apply for branch godforge for #2950 (#3013) spotlessApply Co-authored-by: GitHub GTNH Actions <> --------- Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: boubou19 <miisterunknown@gmail.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2024-09-01Add bee in courtesy to DaddyDiddy (#2507)Nico Spiske
* [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) --------- Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-08-30Mainframe and gravi star texture fixes (#3002)GDCloud
texture fixes
2024-08-30merge sources and fix dependenciesBlueWeabo
2024-08-29Compressor Multiblock (#2861)Mary
* 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 --------- Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-08-27Bartworks cleaning (#2951)Connor-Colenso
* Remove added by bartworks from every single item * Fix germanglish * Works * Clean up a little * Ok, spiralled a little but hopefully worth it... * Spotless * Less "added by" * Clean up tooltips somewhat * more cleanups * Bit more cleaning * Spotless * Reduce random glass crap * Get rid of destructopack (useless) * Magneto work * Further refactor/cleanup * Move Boro tags to materials * Attempt fix * No longer needed * Go away * Rename * Remove dead recipes * Spotless apply for branch bartTooltips for #2951 (#2952) spotlessApply Co-authored-by: GitHub GTNH Actions <> * Add warded glass to HV * remove ignored --------- Co-authored-by: Connor Colenso <colen@CONNORSPC> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-08-26Texturework in GT++ (#2945)BlueHero233
* Leaves, Breads and Pizzas re texture * Crop Blocks Added * Fix Advanced Boilers top texture * Adding more controller faces * Remove redundant code * Finish controllers and code readability * spotlessApply to fix violations * Better Tank texture * Various Fixes * Various Fixes * Oopsies * Spotless Apply again... minor adjustments to drinks * Revert public api changes and scanner textures reference couldnt find reason why it was throwing NoSuchFieldError even when crops plus plus was recompiled with correct paths * spotless --------- Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-08-23Cleaner abs recipe duration calc (#2949)chochem
* fix broken file * cleanup tier and duration for abs recipes --------- Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-08-23Cleaned Textures for Quantum and Gravi Star (#2947)ZaykieT
* Add files via upload * Add files via upload --------- Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-08-17add covers that can hold some items (#2593)Glease
* add chest cover * Spotless apply for branch feature/chestcover for #2593 (#2594) * create window on the left * sa * add slot migration * add texture and T2&3 * add texture and T2&3 * spotless * fix bugs * add chest cover * small fix and spotless Co-Authored-By: GitHub GTNH Actions <> --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: Nxer <43300390+Nxer@users.noreply.github.com> Co-authored-by: Nxer <306803661@qq.com>
2024-08-15Electric jukebox (#2827)Raven Szewczyk
* 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 --------- Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-08-08Finalize textures for items related to grade 8 purified water (#2848)NotAPenguin
* swap circuits in engraving for distilled water * change quark goop textures and water colors * add structure tooltip to grade 8 multi * display quark catalysts in t8 frontend * add simple uv treatment frontend to show lenses * add final quark catalyst textures and recipes * remove electromagnet from recipe * fix baryonic perfection recipemap and quark colors in scanner output
2024-08-03Waterline rework (#2577)NotAPenguin
* 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 --------- 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>
2024-07-24Add new textures for circuits (#2757)GDCloud
add new circuit textures
2024-07-18Add a Multiblock Electromagnetic Separator (#2726)Mary
* 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 --------- Co-authored-by: Dream Master <dream-master@gmx.net>
2024-07-02Add Dimensional Convergence, a new DTPF mode (#2669)GDCloud
* 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 --------- 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>
2024-05-26Leaves, Breads and Pizzas re texture (#2606)BlueHero233
* Leaves, Breads and Pizzas re texture * Crop Blocks Added
2024-05-25Move GoodGen sourcesRaven Szewczyk
2024-05-24Merge addon sourcesRaven Szewczyk
2024-05-22Implementation: Raw Ore Items as Ore Drops (#2502)Ethryan
* testing * Fix textures * Adding Drops, still need to add furnace recipe * Need to fix the multiple smelting recipes. otherwise stuff works. * part 2 * Remove wip block code I added * Moved it to a new processing file * Fix Oredict and add a stone dust chance output. And added a config option for fortune bonus. * Finally got Spotless to work * fix config system set it in gregtech config with oredropbehaviour in gregtech.cfg * Added new option and an option that returns it to the old behaviour. * Moved the raw ores to meta3 since meta1 was full. (MetaID range fix) * Fixing the MBM to only process small ores with fortune. * New config option * try to fix the recipes not working on Zeta * Implement Caedis Fortune fix * Added comment * Spotless * Fix stone dust amount from macerator * Adding Raw ore to the OreFactory (Untested) * spotless * Update this to actually drop the amount number of stack, instead of the stack set to the amount * New Random function for fortune and shapeless crushing recipes for the raw ores. * Fix * Actually make the block per dimension. * Fix an () issue. And make this actually work ingame. and not just randomly. * Change back drops Ned to look into Silk Touch more * Enable Silk Touch * Wth Spotless?, THIS made you complain?
2024-03-02Restore overlay textures removed by mistake in #1671 (#2521)Caedis
2024-02-12Wireless Activity Detector; Power On/Off Activity Detector (#2490)slprime
* Wireless Activity Detector; Power On/Off Activity Detector * Wireless Gui Redesign --------- Co-authored-by: slprime <history-21@yandex.ru>
2024-02-11Add godforge materials (#2491)GDCloud
* add magmatter * add quark gluon plasma * remove nanites * forgot chem formula
2024-01-31Add Drone Centre (#2412)RealSilverMoon
* 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 --------- Co-authored-by: Martin Robertz <dream-master@gmx.net>
2023-10-23Backport paint solvent from GTCEu (#2346)Caedis
2023-09-13Adds Metrics Transmitter Cover and Advanced GT Sensor Card for Information ↵querns
Panels (#2289) * Adds several UI elements to multiblock drills * Adds metrics transmitter cover and associated sensor card * Fixes item icons and item name * Adds tooltips for adv. sensor card and metrics panel, fixes card/overlay icons, adds recipe for metrics cover * Refactor cover tab sync to send much smaller ISerializable payloads * Remove unused variable * Additional master merge cleanup * Adds interface for custom metrics export, adds oil drill support * Adds support for metrics covers retaining attached machine name for tooltip, metrics * * Adds discrete coordinates to Metrics Cover data * Adds machine to advanced sensor card tooltip * Adds cycle time and minimum energy hatch tier to multiblock ore drill tooltips * Moves many tooltip strings to i10n * Remove old GT_DisabledWhileActiveButton.java file that crept in during a messy merge * Spotless * Improve oil and ore drill metrics, more i18n * Addresses PR review concerns, adds more situations for self-destructing sensor cards * Remediates further PR concerns
2023-06-05final qft item retexture (#2061)EmeraldsEmerald
* Delete old texture * Delete old texture (low quality...) * New versions of deleted textures * Deleting old texture reading comprehension * aaand add the new textures I need to learn to work github better.
2023-05-26Texture update for a few QFT items (#2021)EmeraldsEmerald
* Delete old texture * Delete old texture (low quality...) * New versions of deleted textures
2023-05-17Various GT fixes (#2002)chochem
* TE items cant be required * remove from itemlist * TE does not exist * this never worked anyway but also unecessary * these are broken. have a working replacement already * give valid id to fix rockbreaker fake recipes * fix texture and text * no NC its fake anyway
2023-05-16Eternity nanites (#1997)GDCloud
* generate nanite * textures * recipe * timepiece instead * spotlessApply (#1998) Co-authored-by: GitHub GTNH Actions <> * add primordial matter * texture * add recipe * primordial matter instead of uum --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2023-05-12Add Eternity material + Timepiece (#1973)GDCloud
* add eternity * textures * timepiece * disable ebf + freezing
2023-04-03Add Living Bio Wafer & Chip (#1835)GDCloud
* Add items * textures
2023-03-31Add night upgrade to Industrial Apiary (#1821)Jakub
* Bump forestry * Add night upgrade to Industrial Apiary * Add texture Co-Authored-By: Runakai1 <48415331+Runakai1@users.noreply.github.com> * Update dependencies.gradle --------- Co-authored-by: Runakai1 <48415331+Runakai1@users.noreply.github.com>
2023-03-20Add Insanely & Mega ultimate battery (#1807)GDCloud
* Add items * Add error-tier tooltip * localisation * textures
2023-03-11Add regulator abilities to Steam Valve (#1785)NexusNull
* fix: fix Steam Valve not being configurable * Revert "fix: fix Steam Valve not being configurable" This reverts commit 505d9e273b48315fde154490e116d58fed46ffaf. * feat: add steam regulator * feat: add superheated steam to steam valve
2023-02-21Add textures (#1756)Connor-Colenso
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
2023-02-13Fix id conflict with Living Crystal Chip (#1735)miozune
2023-02-12Fix ore dict with space dusts (#1731)Connor-Colenso
* New texture * Blade * Change molten space and time names. * Update fluid names * Bump dep of AE2 --------- Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
2023-02-04Wetware SoC (#1714)Tyrantnh
* Update ItemList.java * Add files via upload * Delete wetwareSoC.png * Add files via upload * Create 550.png.mcmeta * Update GT_MetaGenerated_Item_01.java * Update 550.png.mcmeta