Age | Commit message (Collapse) | Author |
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% Changed handling of Fluid generation for materials to now use MaterialState, instead of always being a molten metal.
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$ 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.
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(Should Fix #57).
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to corrupt.
% LFTR & FFPP work.
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- Removed some debug logging from Fish Traps.
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with the same name from another library. (Why the fuck would you do that Eclipse? You piece of shit).
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TileEntity. (Still doesn't properly save data, no idea why. I hate NBT.)
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$ 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).
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$ Fixed an issue where an NPE would crash the game when adding loot.
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insert items into it anymore.
% Made the tickrate of FishTraps variable based on the amount of water that surrounds them.
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+ Added Double Clay Plates.
+ Added the TileEntity for a Fish Trap.
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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.
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$ Fixed an issue where materials would default to Plasma, instead of a molten metal/gas.
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+ Added PU-238 to item generation, also left some notes for LFTR byproducts.
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% Further defined the generation method for radioactive materials, making plates a boolean switch.
- Removed the booze segment of Growthcraft for the moment.
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materials, to be more dynamic.
$ This should close #53, I'll make a new build for you @Dream-Master to check out.
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> Still have to add colouring, durability and radioactivity.
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Sparged with a particular gas.
+ Added many more elements to my ELEMENT.java. (Incomplete for the moment, still working on it.)
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% Rewrote how the LFTR processes it's recipes based on the large Diesel generator. (Better than using the Fusion Reactor as a base.)
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+ Made LFTR's go BOOOOOOOM when they explode, like nothing you've ever seen before. Be careful.
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+ Wrote up some really bad version parsing code, will replace with a Regex function later.
% Changed Growthcraft FishTrap handling to support newer versions.
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% Changed handling of Wrench interfaces for the Workbench.
- Removed classes I borrowed from MFR. (useless)
- Removed Psychedelicraft support. (useless)
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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).
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% 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.
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for the amount of energy hatches every 10 attempts it fails to add energy from one.
% Changed around calls to fertiliser check.
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% Broke something, now the Tree Farmer isn't working. Hard to debug without internet as my logging is interrupted constantly by other mods complaining.
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eventually also do block breaks too).
+ Added handling of the block break particles.
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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.
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% Tweaked the code that handled item removal from the TreeFarmers input bus slots.
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% Slight class cleanup.
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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.
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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
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+ 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.
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