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2017-02-22+ Added MaterialState.javadraknyte1
% Changed handling of Fluid generation for materials to now use MaterialState, instead of always being a molten metal.
2017-02-19$ Fixed the LFTR controller animation not working.Draknyte1
$ Fixed the LFTR not using fuels properly. $ Fixed how LFTR sparging works, it now uses fluids/gases properly. % Updated the LFTR Tooltip. % Updated the FFPP Tooltip.
2017-02-19$ Added a Null check to getGregtechDust(), should now work as expected. ↵Draknyte1
(Should Fix #57).
2017-02-19$ Fixed an issue where invalid fluids generated, causing the fluid registry ↵Draknyte1
to corrupt. % LFTR & FFPP work.
2017-02-18+ Additional LFTR work, it's nearly finished.draknyte1
- Removed some debug logging from Fish Traps.
2017-02-18$ Imported the correct class, instead of having Eclipse auto import a class ↵draknyte1
with the same name from another library. (Why the fuck would you do that Eclipse? You piece of shit).
2017-02-18% Fish Trap Changes.draknyte1
2017-02-18% Fish Trap Changes.draknyte1
2017-02-18% Applied better formatting to NBT methods in the FishTrap Inventory and ↵draknyte1
TileEntity. (Still doesn't properly save data, no idea why. I hate NBT.)
2017-02-18% Changed NBT handling for the FishTrap Inventory and Tile entity.draknyte1
$ Fish Traps no longer work if they have more than 4 others directly beside them. (Fixes an issue where a FishTrap out of water with 4-6 other traps around it would still work).
2017-02-18$ Fixed FishTrap GUI slot positions.draknyte1
2017-02-18% Tweaked the FishTrap GUI.draknyte1
2017-02-18% Isolated PlayerAPI related content, so now it's optional.draknyte1
2017-02-16+ Enforced having PlayerAPI for mod to load.draknyte1
2017-02-15+ Sparging should be mostly complete now, for the LFTR.draknyte1
2017-02-15% More work on LFTR Sparging.draknyte1
2017-02-15^ Version Bump.draknyte1
2017-02-15+ Added the Fishtrap to the check for water, so they can have them on 1-2 sides.draknyte1
$ Fixed an issue where an NPE would crash the game when adding loot.
2017-02-15% Changed the slots in the FishTrap GUI to only accept output, you may not ↵draknyte1
insert items into it anymore. % Made the tickrate of FishTraps variable based on the amount of water that surrounds them.
2017-02-15+ Added basic loot generation for the FishTrap. (Can be infinitely expanded).draknyte1
2017-02-15+ Finished off the fishtrap, the basis of it works, it just needs loot.draknyte1
2017-02-15$ Fixed GT material blast smelter recipes not using GT dusts.draknyte1
+ Added Double Clay Plates. + Added the TileEntity for a Fish Trap.
2017-02-14+ Added Plasma cells for all missing elements. (Adds a few extra, which will ↵draknyte1
get removed). + Added a function to generate Plasma. - Removed Bedrockium generation. $ Fixed the chemical symbol for Thallium. $ Fixed an issue where a String in ClientProxy.java was being set server side.
2017-02-14- Completely removed GC Booze.draknyte1
$ Fixed an issue where materials would default to Plasma, instead of a molten metal/gas.
2017-02-13+ Neptunium hexafluoride, Technetium hexafluoride and Selenium hexafluoride.draknyte1
2017-02-13+ Added Pu-238.draknyte1
+ Added PU-238 to item generation, also left some notes for LFTR byproducts.
2017-02-13+ Enabled generation of most missing elements, in some form or another.draknyte1
% Further defined the generation method for radioactive materials, making plates a boolean switch. - Removed the booze segment of Growthcraft for the moment.
2017-02-13% Changed handling of the Blast Smelter recipe generation for Gregtech ↵draknyte1
materials, to be more dynamic. $ This should close #53, I'll make a new build for you @Dream-Master to check out.
2017-02-13$ Finished my periodic table of elements, it's now 100% accurate.draknyte1
2017-02-13+ Finished up the last of the initial 100 elements.draknyte1
> Still have to add colouring, durability and radioactivity.
2017-02-07+ Set-up initial functions for the LFTR to output random nuclides when ↵draknyte1
Sparged with a particular gas. + Added many more elements to my ELEMENT.java. (Incomplete for the moment, still working on it.)
2017-02-07% Made the first tier of custom IC2 rotors work in water environments.draknyte1
% Rewrote how the LFTR processes it's recipes based on the large Diesel generator. (Better than using the Fusion Reactor as a base.)
2017-02-07+ Added Scanner Info for the LFTR.draknyte1
+ Made LFTR's go BOOOOOOOM when they explode, like nothing you've ever seen before. Be careful.
2017-02-07+ Added a returnLargestNumber function to MathUtils.javadraknyte1
+ Wrote up some really bad version parsing code, will replace with a Regex function later. % Changed Growthcraft FishTrap handling to support newer versions.
2017-02-02+ Added a check for BuildCraft.draknyte1
% Changed handling of Wrench interfaces for the Workbench. - Removed classes I borrowed from MFR. (useless) - Removed Psychedelicraft support. (useless)
2017-01-23+ Added a lag breaker to the Tree Farmer, a configurable option in which you ↵Draknyte1
can set max logs cut before taking a break. Prevents lag if you plan to cut Large trees. (Stops it cutting 5k logs in one go, default max is 500). % Changed the Cutting method, so search X/Z, then go up a Y level, not 1-150 Y scanning then moving along. (Allows previous lag breaker to not cut trees in strange angles). % Tweaked the Clean-up method, so that it does not clean up inside the initial area, also creates 'trash' block break effects. % Re-enabled Clean-up being called every 60s from postTick(). % Tried adding debug code into the Clean-up method to figure out what area it's tidying. (Pumpkins/Melons/BookCases).
2017-01-23+ Added a volatile XSTR variable to CORE.javaDraknyte1
% Changed Bonemeal effect and playing handling it within the Tree Farmer, different grade fertilisers produce different growth rates. $ Fixed the issue where the Tree Farmer got stuck during it's ticking cycle.
2017-01-23+ Added ability for the power storage method in the Tree Farmer to recheck ↵Draknyte1
for the amount of energy hatches every 10 attempts it fails to add energy from one. % Changed around calls to fertiliser check.
2017-01-22+ Added fertiliser use.Draknyte1
% Broke something, now the Tree Farmer isn't working. Hard to debug without internet as my logging is interrupted constantly by other mods complaining.
2017-01-22+ Added some methods to the Tree Farmer for fertiliser use.Draknyte1
2017-01-22+ Added a FarmAI to the Tree Farmer, which handles Forestry saplings. (Will ↵Draknyte1
eventually also do block breaks too). + Added handling of the block break particles.
2017-01-21+ Added information about the power stored and operations remaining to the ↵Draknyte1
Tree Farmer GUI. Thanks to @Dragon2488 for showing me how Container syncing should be done properly. % Rewrote the Tooltip for the Tree Farmer Controller block. % Changed the Tree Farmer GUI, moved the item slot up 18px and added a console for the power information. $ Fixed the tool check returning Null when valid tools were present in the Tree Farmer.
2017-01-20% Moved some Tree Farmer code to a Helper Class.Draknyte1
2017-01-20% Enforced leaf check by name.Draknyte1
% Tweaked the code that handled item removal from the TreeFarmers input bus slots.
2017-01-20+ Added a check to ensure the multiblock is fully repaired before functioning.Draknyte1
% Slight class cleanup.
2017-01-20+ Added a new kind of logging message, just for machines, so that people may ↵Draknyte1
debug them easily without TOTAL DEBUG mode. + Added support for the TreeFarmer to use Saws/Buzzsaws to cut things. They are now required. + Added a GUI for the Tree Farmer. + Added a custom slot class just for Buzzsaw and Saw items. % Tweaked power handling for findLogs() in the Tree Farmer class, it wasn't checking the internal power buffer.
2017-01-20+ Added a power cost of 32eu/action for the Tree Farmer. (Will eventually ↵Draknyte1
get a config option). % Moved the internal power buffer variable out of the cut method into the class. % Massive project tidy up, lots of old unused code removed or tidied up. $ Fixed lots of String comparisons that used == instead of .equals(). $ Fixed Double/Triple/Quad null checks in certain places. $ Fixed returns that set values at the same time. $ Swapped 3.14 and 1.57 to Math.PI and Math.PI/2. $ Fixed possible cases where a NPE may be thrown, by calling logging outside of null checks. + Added PI to CORE.java, since it's a double and MC uses it as a float in each instance. - Stripped 95% of the useless code out of Meta_GT_Proxy.java
2017-01-19$ Finished internal EU buffer, it's enough to cut (13*13*150*128/4) logs/leaves.Draknyte1
2017-01-19+ Added IC2 Rubber Leaves compat. to the Tree Farmer.Draknyte1
+ Added a 1/100 chance for leaf blocks to drop their drops. (Apples, sticky resin, etc.) + Added base work for internal power storage for the Tree Farmer. % Inverted the operation for planting saplings. Input hatch loop is done, then a check to plant, instead of each block being checked then the input bus being looped over each time. % Inverted Cutting logic, it now checks for power first, then logs, not logs and a loop for power hatches. % Tweaked cleanup() occurrences, Made them far less frequent. $ Rewrote sapling plantation logic, now it doesn't place infinite saplings down from a single item input. $ Rewrote the cutting logic to drain power in a more consistent way.
2017-01-19$ More FindBugs, PMD & CheckStyle clean up.Draknyte1