Age | Commit message (Collapse) | Author |
|
|
|
- Added Indalloy 140, IV recipe, meant for Assembly Line recipes.
|
|
- Changed the name of most LFTR-related chemicals to make it easier to distinguish and document them;
- Changed the recipes of the LFTR's controller and inner casings to be craftable in IV, the tier which this multi is first intended for;
- Fixed a bug where the LFTR would output the fluids of the last successfully recipe while heating up, on every tick. When it's heating up, it now sets the output fluids to an empty array. There are better ways to do this, I welcome an improvement to this part of the code.
|
|
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/10318
(cherry picked from commit 2a0481232f92ef604e7e302b7274189e5fe5112d)
|
|
|
|
* Made the XL LHE Work
- Fixed the processing math so that this multi works as fast as 16 LHEs;
- Changed inner pipe casings to Tungstensteel to add to the cost of building it;
- Added recipes for controller and the special casings. They are LuV recipes that use Zeron-100, which needs an LuV Energy Hatch on the ABS;
- Clarified the structure requirements and processing speed on the tooltip.
* Tooltip Information
- Added more information about input and output flow rates and circuit config in the tooltip.
* Changed 16x to 32x Parallel
- Changed the speed of the XHE to scale off the EHE's 10x max speed at IV, or 5x if keeping SH Steam.
|
|
- Buffed almost all related recipes by a lot, greatly boosting outputs and reducing inputs and craft time.
|
|
same thing https://github.com/GTNewHorizons/GT5-Unofficial/pull/1049
|
|
|
|
If you don't read the source code, you'll never know why it doesn't form.
|
|
|
|
* Add NEI catalysts
* Comment out Compound Fabricator
|
|
|
|
(#178)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* more resilient GTNH detection
fix crashes in dev
* use the standard recipe input checker instead of always reinvent the wheel
|
|
fix crashes in dev
|
|
(#166)
This reverts commit a5d147d49c1a2455776f0cc5abe914a6e1ed37a0.
|
|
|
|
Allows you actually craft this thing in UV instead of having to go through a long & arduous task of making the UHV SC in the first place (unless you're playing on a very old pre-changed SC patch). I have no idea if this'll throw a fit because of the 'Bedrockium' material, though I hope it doesn't
|
|
it was seted 3x as efficient like diesel
(cherry picked from commit 20ded95e0bcc50d645934ec728e9acce000b6d88)
|
|
|
|
- Changed Sodium Carbonite recipe to use the Bartworks Calcium Chloride instead, if loaded. If it isn't loaded, the GT++ dust is used instead (at Alkalus's request of having this dust defined in GT++ as well);
- Removed duplicate electrolyzer recipe if BW is loaded. If it isn't, the recipe does load. Also adjusted the amount of inputs, 3 dusts instead of 1.
|
|
- Reworked recipe EU/t and casing tiers to divide the Chemical Plant recipes evenly between 3 tiers. The purpose of this change is to make it so this line can be automated with 3 plants, one of each kind;
- Changed Chemical Plant's minimum base outside casings to allow some more hatches before the multi fails to form. It's a large, smart multiblock with many casings that are never replaced with hatches, so I believe the amount of allowed hatches at once should be increased;
- A few fixes for recipes that were missing, or implemented incorrectly.
|
|
|
|
There's probably a lot of other places where these recipes are broken and needs to be checked
|
|
|
|
|
|
* Nerf recipes of redox and both power storage and drain of PSS
* Revert capacity nerf, further nerf recipes instead
|
|
* Add sunnarium recipes
* Ooops
phew
* buff A
* Import loader
* Im too stupid for this job
|
|
|
|
* remove SingleBlock MT recipes
Also fix recipes to 1 Ampere so they can do Perfect OC
* Add perfect Overclock to MT
* Remove sunnarium bits from implosion
* Now better :thumbUp:
* Change in recipe logic
This will make recipe use full ampere but wont change overall recipe consume
* revert recipe change
* remove perfect OC
|
|
|
|
|
|
* fix broken frame/block oredict name
|
|
|
|
|
|
* Changed EBF faster recipes to not have circuit 1s
- Changed the ABS recipes taken from the EBF recipe map to ask for different circuits on the recipes that use a fluid input to reduce crafting time for specific dusts.
* Cleaning a bit
|
|
|
|
|
|
|
|
|
|
Change recipes using Circuit 0 in their recipes #9818
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9818
|
|
|