Fix a bug about achievements
We can find that there's always two achievements between "As Dense As Possible" and "What now?" whether you opened the batteries or not,so this PR would like to fix this.
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1 changed files with 10 additions and 4 deletions
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@ -7,6 +7,7 @@ import cpw.mods.fml.common.gameevent.PlayerEvent.ItemCraftedEvent;
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import cpw.mods.fml.common.gameevent.PlayerEvent.ItemSmeltedEvent;
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import gregtech.GT_Mod;
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import gregtech.api.GregTech_API;
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import gregtech.api.enums.ConfigCategories;
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import gregtech.api.enums.GT_Values;
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import gregtech.api.enums.ItemList;
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import gregtech.api.enums.Materials;
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@ -207,9 +208,14 @@ public class GT_Achievements {
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registerAchievement("over9000", 7, 7, ItemList.Casing_Coil_NaquadahAlloy.get(1, new Object[]{}), "alienmetallurgy", false);
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registerAchievement("finalpreparations", 7, 9, GT_OreDictUnificator.get(OrePrefixes.ingot, Materials.Naquadria, 1L), "over9000", false);
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registerAchievement("denseaspossible", 6, 10, ItemList.FusionComputer_UV.get(1, new Object[]{}), "finalpreparations", false);
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registerAchievement("zpmage", 8, 10, ItemList.Energy_Module.get(1, new Object[]{}), "denseaspossible", false);
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registerAchievement("uvage", 10, 10, ItemList.Energy_Cluster.get(1, new Object[]{}), "zpmage", false);
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registerAchievement("whatnow", 12, 10, ItemList.ZPM2.get(1, new Object[]{}), "uvage", false);
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if(GregTech_API.sOPStuff.get(ConfigCategories.Recipes.gregtechrecipes, "EnableZPMandUVBatteries", false)) {
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registerAchievement("zpmage", 8, 10, ItemList.Energy_Module.get(1, new Object[]{}), "denseaspossible", false);
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registerAchievement("uvage", 10, 10, ItemList.Energy_Cluster.get(1, new Object[]{}), "zpmage", false);
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registerAchievement("whatnow", 12, 10, ItemList.ZPM2.get(1, new Object[]{}), "uvage", false);
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}else {
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registerAchievement("whatnow", 8, 10, ItemList.ZPM2.get(1, new Object[]{}), "denseaspossible", false);
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}
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// if(Loader.isModLoaded("NotEnoughItems") && GT_Mod.gregtechproxy.mHideUnusedOres){
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// for (int i = 1; i < GregTech_API.sGeneratedMaterials.length; i++) {
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