All rubbers are now made by first producing the polymer and then
vulcanizing it with Sulfur (equivalent to natural rubber).
Rewrote WireProcessing to reduce the amount of duplicate code.
Implemented recipes that utilize a combination of a dielectric and a
synthetic rubber to make cables.
This halves total insulation cost for below-EV cables and reduces it to
75% for EV+ cables (conductive polymer not yet implemented).
Plastic has been rebalanced as a Material that strictly only becaomes
available with MV.
To avoid circular dependencies MV Chemical Reactors no longer strictly
needs plastic.
polymerization
Polymerization now requires Titaniumtetrachloride instead of Titanium
Dust; Can only be performed in a LCM.
Adjusted the visual representation of LCM recipes in NEI
Moved the old NitroFuel recipes to simplified recipes.
Added a new Material for Diluted Sulfuric Acid.
Adjusted the fuel value of Ethanol: 128 -> 168.
Adjusted the recipes for Capacitors; Particularly you can now use PVC
instead of silicone.
Made it so that all Hydrocarbons have a fuel value of 24000 * C + 20000
* H.
Oxygen for alcohols is ignored.
In particular:
Hydrogen: 15000 -> 20000
Methane: 45000 -> 104000
LPG production no longer yields Methane.
LPG is now produced from Propane or Butane.
Super Fuel from LPG is now a simplified recipe.
Methane from centrifuging food is now a simplified recipe.
Fluid cracking can be done with either Steam or Hydrogen and at 3
different severities for a total of six different recipes.
Cracking severity is controlled with a programmed circuit.
Removed the previously used liquids for cracked light fuel/heavy fuel
Changed the Distillation Tower recipes so they can utilize up to 11
fluid outputs
NEI stack positioning.
Refactored the name of the Large Boiler Fake Fuels so they're in line
with other names.
Fixed a bug where the LCM was checking for the wrong casing type.
Added a new plastic: Polyvinyl Chloride, currently only used for item
pipes
Added Polytetrafluoroethylene Fluid Pipes
Fixed the number of fluid cells for polymerization, Fixed the default
alpha value for the MaterialBuilder class
Implemented new recipes for Gunpowder, Saltpeter, Sulfuric Acid
Gave Sulfur dust a burn value (1600, the same as coal)
Made all chemical recipes stoichiometrically correct whenever possible
(2 H + 1 O -> 1 H2O instead of 2 H + 1 O -> 3 H2O)
Added a convenience method to Materials that lets you get dust
succinctly
Put all simplified recipe additions in a separate method, the config is
still missing
Acid,added utility methods to get Material cells or integrated circuits,
it's now possible to declare a temperature for automatically created
fluids / gases
to no longer have recipes for filling cells.
The reason for the bug was that the bit flag 256 is already in use to
designate something as empty.
Since only bit flags up to 128 were documented I had unwittingly used
the 256 bit flag for fluid creation.
The documentation now informs about the function of 256.
Automatic fluid and gas creation are now controlled via booleans.
Big thanks to Techlone for helping me debug.