Age | Commit message (Collapse) | Author |
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* Add recipe
* Fix recipe
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* Neutronium Fusion Buff
With the recent addition of the Naquadah line and making Naquadria a lot more difficult, it seems fair to buff this recipe for neutronium to not be completely garbage. Americium & Naquadria amount increased from 96L to 144L, and increased Neutronium gain from 24L to 144L.
Time required to craft this is now 24 seconds and requires 122880 EU/t, or a total of 58,982,400 EU (58M) to create one ingot. For reference, it takes 3.2B EU total for a single neutronium hot ingot to smelt with Radon gas in a regular EBF with no overclocks. However, it's also possible that MEBFs or potentially Volcanus's will inevitably out pace this after a certain point with large EU/t gain.
Thoughts on this?
* Retier and large buff
Neutronium now takes 4 seconds, but requires UHV voltage input and 1B EU startup; T4 fusion at the minimum.
* UV input, not UHV, whoopies
* Molten Neutronium is at T3 fusion, again
Requires 640M EU start, ZPM voltage input, and 12 seconds of total processing time for a single ingot. The "difficulty" or challenge of this recipe is the molten Naquadria being required.
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Co-authored-by: bot <Krampus.sack.never@gmail.com>
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* Add controller inventory slot to stored inputs
* Prevent adding circuit twice
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* Fix cached recipes not updating permutations in NEI
* another cycle
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(cherry picked from commit bffd14a07c30922a77d9bb6e8ae04f0a54273456)
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(cherry picked from commit 3cd6a6bd9e04dc774fe2381c9dcac012431c8329)
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(cherry picked from commit 198e44d4a7ce950b8a61ef4286f811f1f25877cf)
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(cherry picked from commit bc7e44b70cf7a79f46ce4528cef4854c0c7c26a1)
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(cherry picked from commit 37b07f0731a49d3ac54b702619d8ef0aead2a04e)
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(cherry picked from commit 758a3c4b3c9e46376c24f30f23a97f374396b9ca)
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closes https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9442
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move item to output slots. (#946)
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* fix RailCraft Tanks beyond Steel Need Material Recovery Options #9808
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9808
(cherry picked from commit 923d1fa1b9aded23074809f61173acb57a8f503b)
* fix recipes
(cherry picked from commit 28c4b21e8094140ac0aac0f36b42f342a5a19a8c)
* add fluid extractor recycling recipes as well
* fix wrong recipes
(cherry picked from commit 712a0ec37bb282a728c177886525b8663f5ec60c)
* fix wrong recipes again
(cherry picked from commit 18e053085112ecf94c2db44ce636c7692ae3d50c)
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* Base work adding 4 new tiers of coils.
* Remove OPV tier.
Remove nonsensical coil tier tags. (Awak = UIV, really? No thanks)
Add proper texture for Hypogen, Infinity and Eternal coils.
* Revert avaratia dep via import by Alk. If someone can implement cosmic rendering here then great but that is well beyond me.
Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
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* Fixes slime spawn handling variances
After testing, I was able to see 2 separate problems.
1: event.getResult() was occasionally returning ALLOW for some of the world spawned slimes. Slime spawn denial is done regardless of the ALLOW/DENY flag. This does not impact slimes spawned via eggs or powered spawners or slimes spawning after a slime is killed which apparently return DEFAULT for getResult().
2: Slimes don't seem to properly handle a getResult() value of DENY. The checkSpawn event is not cancellable. To fix this, the entity is also destroyed by setting isDead to true. This does occasionally cause slimes to appear on the minimap briefly before disappearing.
Lastly, with a forge update this could be handled much better by using the EntitySlime.spawnReason enum. That is not present in the current forge version, so I would consider this a temporary workaround and this method could/should be reworked if/when forge is updated.
* Make repellators stop slimes.
While testing, this was used to name the slimes as they were being generated. It turns out to also make the slimes behave properly in addition to the other changes.
* Minor Cleanup
Moved the slime handling out of the rest of the method and takes an approach of setting it to DEFAULT of it is ALLOW and then also adding a custom name tag if it doesn't have one. If it does have a custom name tag and ALLOW, then the slime spawn will be allowed.
* Moved the setCustomNameTag method
This method is still required to properly stop ALL slime spawns but it should only alter the customNameTag when a slime is intended to be stopped from spawning.
* Fixed likely exception
Check for instance of EntitySlime before casting it. This method is only required to stop slimes from spawning so is only being called against slimes.
Co-authored-by: Randy Braunm <randy@unseencolor.com>
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9801
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9802
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9803
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9804
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* Mining machines drilling addon.
Every machine that uses mining pipes must contain a field with this object and use any interaction with the pipe and drilling solid blocks through it.
Includes all checks for this.
Allows you to reuse the code and ensure the same behavior of the processes of descending and retracting the pipe and mining blocks.
* Mining machines drilling addon - singleblock Miner implementation.
Total refactoring of Miner tile entity.
* Some mining addon fixes
* Fix https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9733
* Removed some over engineering thoughts
* Checks in the mineBlock method. And we can not descent the pipe while outputs are blocked
* code review fixes
https://github.com/GTNewHorizons/GT5-Unofficial/pull/936
* code review fixes
https://github.com/GTNewHorizons/GT5-Unofficial/pull/936
Co-authored-by: karpov.evgeniy <karpov-em@dartit.ru>
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fixes https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/8778
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https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9717
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Normalise indent chars, layout,
Remove redundant casts, use diamond operators.
Optimize and sort imports
Sort member variables by attributes
Remove redundant switch case
static final text constants
simplify conditions
replace repeated inline code with iteration
add missing @SideOnly(Side.CLIENT) prevents accidental server crashes
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* Fix ore particles
* simplify getIcon methods
* Fix spacing, fix accidental renaming of args
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* Fixes slime spawn handling variances
After testing, I was able to see 2 separate problems.
1: event.getResult() was occasionally returning ALLOW for some of the world spawned slimes. Slime spawn denial is done regardless of the ALLOW/DENY flag. This does not impact slimes spawned via eggs or powered spawners or slimes spawning after a slime is killed which apparently return DEFAULT for getResult().
2: Slimes don't seem to properly handle a getResult() value of DENY. The checkSpawn event is not cancellable. To fix this, the entity is also destroyed by setting isDead to true. This does occasionally cause slimes to appear on the minimap briefly before disappearing.
Lastly, with a forge update this could be handled much better by using the EntitySlime.spawnReason enum. That is not present in the current forge version, so I would consider this a temporary workaround and this method could/should be reworked if/when forge is updated.
* Make repellators stop slimes.
While testing, this was used to name the slimes as they were being generated. It turns out to also make the slimes behave properly in addition to the other changes.
* Minor Cleanup
Moved the slime handling out of the rest of the method and takes an approach of setting it to DEFAULT of it is ALLOW and then also adding a custom name tag if it doesn't have one. If it does have a custom name tag and ALLOW, then the slime spawn will be allowed.
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Rendered erroneously is bad, but crashing outright is even worse.
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