* Pipe overhaul & Fluidfilter fix
* GC Energy Compat & Misc fixes
* Only connect on the server side.
* Work with subclassed GT cables (ie: gt++ cables) & provide default implementation for new methods
* Better GC Compat (shouldn't require GC loaded to work now)
* Bump source compat to 1.8 to support default methods. (Other option is to remove the default methods, but then it's less backwards compatiable)
* Remove java 1.8 features
* New public variable init
Initiated new public variable which is calculate how much damage get turbine rotor per time, its needed to compare with actual rotor durability.
* Fix cover logic
Rewrited due a bug maintenance cover logic which is check turbine rotor needed maintenance or not.
* Added&rewrited some features for need maintenance.
Added new high accuracy mod for need maintenance cover which check rotor state.
Fixed old version low accuracy mod.
* redo older changes
removed variable
* fix some shit
forgot brakets
* Cleanup & reformat code
thanks Dimach for help with that
* fix(magicalenergyabsorber) stops when buffer can not store the next maximum eu output
* rework(magicalenergyabsorber): computation of vis to eu conversion
New configuration option to define how much EU Per Vis (not CVis)
I:EnergyPerVis_20=20
This value is divided by 100, so it is actually 0.2 EU per Vis
The Magical Energy Absorber will try to drain enough CVis, comulating all aspects,
until it can reach max Output, or has drained all available aspects.
Number of total cummulated CVis output required in a Node per Magical Energy Absorber Tier:
Novice (LV):
√(32 × 10000 ÷ (20 × 90)) = 13,333333333 ⇒ 13 CVis
Adept (MV);
√(128 × 10000 ÷ (20 × 80)) = 28,2843 ⇒ 28 CVis
Master (HV):
√(512 × 10000 ÷ (20 × 70)) = 60,474315681 ⇒ 60 CVis
Grand Master (EV):
√(2048 × 10000 ÷ (20 × 60)) = 130,639452948 ⇒ 131 CVis
As referrence:
The Huge Creative Node from Thaumcraft has 500 of each primal aspects.
* fix(machine): magic energy absorber
- Fixed Dragon Egg Siphon mode to work as intended when
`B:MagicEnergyAbsorber.AllowMultipleEggs_false=false` (fix#1482)
- Fixed Vis drain from Visnet (Energized Node/Vis Relay) drain rate
(fix#1119)
- Added Vis conversion as a configuration option:
`I:MagicEnergyAbsorber.EnergyPerVis_20=20`
- Replaced broken Aspect drain from items, with drain from Essentia
Containers in range, using same mechanic as the Infusion Altar
- Added Essentia Aspect conversion as a configuration option:
`I:MagicEnergyAbsorber.EnergyPerEssentia_320=320`
- Fixed Enchantments drain to convert all available enchantments
- Made input filtered to valid enchanted items/books (Item must be
enchantable and enchanted)
- Fixed Enchantments drain to not consume input; if it can not buffer
generated energy from it, or if it can not output disenchanted item
- Added a user settable Tiered operation range using a Screwdriver.
Default Range Tier is Machine Tier.
Max Range Tier is Machine Tier + 2.
Range is 2^(Range Tier): 1, 2, 4, 8, 16, 32, 64 blocks
- Fixed Ender Crystal drain mechanic, to allow multiple Crystals to be
drained.
- Made each in-use Ender Crystal, exclusive to a Magic Energy Absorber
- Improved default Ender Crystal energy worth to 512EU/t instead of
32EU/t
This patch fixes persistency of NBT tags in machine item when machine block is harvested.
Machines with an @Override on setItemNBT will now persist data correctly when harvested?
Change fixes intended persistency behaviour of following machines:
- Item buffers will persist screwdriver configured output stack size when harvested.
- Item distributors will persist setings of items per face.
* Small lava boiler now produces impure stone dust in output slot. Efficiency drops to 33% as output fills up.
* changed tooltip
* Added config option for small lava boiler efficiency loss due to byproduct buildup.
* Fixed Gasoline recipe input Materials and output FluidStack sizes
Gasoline recipes used Acetone, which was only obtainable with
complicated chemistry.
They now use AceticAcid for simple chemistry.
The recipe for GasolinePremium had an output FluidStack size of 32000L,
which exceeds the 8000L output tank size of the Mixer.
To fix this the recipe now outputs a stack of Cells rather than a
FluidStack.
Since this reduces the number of available inputs by one Octane is no
longer required for producing GasolinePremium.
The Octane Material has been removed since it no longer has any use and
was only obtainable by cracking LightFuel.
* Slightly simplified Gasoline production
Removed the GasolineRaw intermediary material.
Gasoline no longer requires Gas.
* Resolved a conflict between NO2 and N2O recipes
* Allow use of wire cutter/soldering item on the tile entity, as well as the wire, for a connect/disconnect
* revert soldering iron changes
* Added missing overlays, made the passtrough of wire cutting/connectiong trough gt machine blocks work only if the player is isneaking. And because of that, added back the soldering iron support.
* Solar Panel Fix
Two main pieces:
1) Updates solar panel (cover) behavior to always show connected, and
allows connect() to work without a tile entity. This bit is mostly
optional and mainly included so the client renders the panels as
connected.
2) Updates injectEnergy() to allow injection from unconnected, but
UNKNOWN directions (6) - which is what solar panels and transformers
use.
* Make AE2 GT-p2p tunnels connect to gt cables
* Rebalanced chemistry material ratios, simplified cracking
Chemical recipes now conserve material volumes.
Cracking no longer has three different severity settings.
Each material only has one recipe for Steam-Cracking and one recipe for
Hydro-Cracking
* Added simple variants of the overhauled chemical recipes
* Fixed a bug where the game would crash with IC2Classic installed
* Fixed Muffler abuse. They can no longer face downwards, into a machine.
* Lava in Large Boiler Fix.
"The Large Boiler can burn almost all forms of solid and liquid fuel, except lava." - https://ftb.gamepedia.com/Large_Boiler
* Improved Large Boiler Tooltip, Fixes#1314.
* Bugfix: Small boiler ash types mixing
Issue: Small boilers that had ash in the byproduct slot would not produce more byproduct if the fuel type was changed to one that produced a different type of ash e.g. burn a couple of coal until there is one DarkAsh in the byproduct slot, then charcoal will produce no Ash in that stack
Fix: When mixing ash types, convert all the ash to less valuable light ashes - prevents any exploits for creating more dark ashes.
Issue: Boilers did not stop burning fuel when full of ash
Fix: added explicit check so that boilers can't burn fuel when output is stuffed (this may be a balance change, so can be removed if undesirable)
Small refactoring of fuel logic so that ash conversion logic does not need to be repeated
Started with small bronze boiler, will extend fix to small steel boiler if general structure approved
Addresses issue #1302
* Fixed imports and typo
* Extended change to small steel boiler as well
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.
1) Pump will properly save it's state and reload with chunk load/reload.
It remembers that it was pumping and doesn't immediately move down.
Additionally, corrected saving of fluid type so it will properly look it
up when it reloads
2) Fixed getYHeadOfPump() so it doesn't punch through bedrock if you
destroy the pump head. If you break a gap into an existing pipe line,
it will move down through the broken spots until it finds an existing
set of pipes - in which case it will continue from the bottom. If you
break the pump head, it will replace the last pipe with a new Head and
carry on about it's business.