some pistol tweaks, compressor fix, cryo cannon texture

This commit is contained in:
Bob 2023-07-10 21:38:41 +02:00
parent de028bb5e1
commit 18a1b103ba
7 changed files with 6622 additions and 13599 deletions

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@ -0,0 +1,10 @@
## Added
* UAC pistol
* Uses the .45 caliber
## Changed
* Making LPG in the compressor now requires two compression steps
* This fixes an issue where polymer is unobtainable in 528 mode since petroleum at 1PU not being obtainable
## Fixed
* Fixed issue where mk5 explosions would behave weirdly in their origin chunk, often blowing through bedrock and thick layers of concrete

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@ -67,6 +67,8 @@ public class Gun45ACPFactory {
config.reloadType = 1;
config.allowsInfinity = true;
config.hasSights = true;
config.absoluteFOV = true;
config.zoomFOV = 0.5F;
config.crosshair = Crosshair.CROSS;
config.reloadSound = GunConfiguration.RSOUND_MAG;
config.firingSound = "hbm:weapon.deagleShoot";

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@ -22,17 +22,25 @@ public class CompressorRecipes extends SerializableRecipe {
recipes.put(new Pair(Fluids.STEAM, 0), new CompressorRecipe(1_000, new FluidStack(Fluids.HOTSTEAM, 100)));
recipes.put(new Pair(Fluids.HOTSTEAM, 0), new CompressorRecipe(1_000, new FluidStack(Fluids.SUPERHOTSTEAM, 100)));
recipes.put(new Pair(Fluids.SUPERHOTSTEAM, 0), new CompressorRecipe(1_000, new FluidStack(Fluids.ULTRAHOTSTEAM, 100)));
recipes.put(new Pair(Fluids.PETROLEUM, 0), new CompressorRecipe(4_000, new FluidStack(Fluids.LPG, 2_000)));
recipes.put(new Pair(Fluids.PETROLEUM, 0), new CompressorRecipe(2_000, new FluidStack(Fluids.PETROLEUM, 2_000, 1), 20));
recipes.put(new Pair(Fluids.PETROLEUM, 1), new CompressorRecipe(2_000, new FluidStack(Fluids.LPG, 1_000, 0), 20));
}
public static class CompressorRecipe {
public FluidStack output;
public int inputAmount;
public int duration;
public CompressorRecipe(int input, FluidStack output) {
public CompressorRecipe(int input, FluidStack output, int duration) {
this.output = output;
this.inputAmount = input;
this.duration = duration;
}
public CompressorRecipe(int input, FluidStack output) {
this(input, output, 100);
}
}

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@ -76,8 +76,8 @@ public class ItemRenderUACPistol implements IItemRenderer {
GL11.glRotatef(-5F, 0F, 1F, 0F);
GL11.glTranslatef(20.15F, 3.5F, 18F);
} else {
GL11.glRotatef(-35F, 1F, 0F, 0F);
GL11.glTranslatef(0F, -12F, 25F);
GL11.glRotatef(-25F, 1F, 0F, 0F);
GL11.glTranslatef(-3F, -5F, 20F);
}
GL11.glPushMatrix();
GL11.glTranslated(slideAnim[0], slideAnim[1], slideAnim[2] * 2);

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@ -78,13 +78,20 @@ public class TileEntityMachineCompressor extends TileEntityMachineBase implement
int speedLevel = Math.min(UpgradeManager.getLevel(UpgradeType.SPEED), 3);
int powerLevel = Math.min(UpgradeManager.getLevel(UpgradeType.POWER), 3);
int overLevel = UpgradeManager.getLevel(UpgradeType.OVERDRIVE);
CompressorRecipe rec = CompressorRecipes.recipes.get(new Pair(tanks[0].getTankType(), tanks[0].getPressure()));
int timeBase = this.processTimeBase;
if(rec != null) timeBase = rec.duration;
//there is a reason to do this but i'm not telling you
this.processTime = speedLevel == 3 ? 10 : speedLevel == 2 ? 20 : speedLevel == 1 ? 60 : this.processTimeBase;
if(timeBase == this.processTimeBase) this.processTime = speedLevel == 3 ? 10 : speedLevel == 2 ? 20 : speedLevel == 1 ? 60 : timeBase;
else this.processTime = timeBase / (speedLevel + 1);
this.powerRequirement = this.powerRequirementBase / (powerLevel + 1);
this.processTime = this.processTime / (overLevel + 1);
this.powerRequirement = this.powerRequirement * ((overLevel * 2) + 1);
if(processTime <= 0) processTime = 1;
if(canProcess()) {
this.progress++;
this.isOn = true;

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