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18
changelog
18
changelog
@ -12,8 +12,11 @@
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* Also has sound, unlike the old chemical factory
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* Output fluids are now automatically sent to input tanks, at a rate of up to 50mB/t for somewhat fair fluid sharing
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* This means that a chemical factory can make hydrogen peroxide, sulfuric acid and nitric acid, and the only fluid input needed is water
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* Paintable exhaust pipe
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* Full block exhaust pipe that behaves like paintable cables and ducts
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## Changed
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* Updated chinese and ukrainian localizations
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* The DNT suit now has a damage threshold of 1,000
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* Compressed biomass now has a nice cube shape
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* The new chemical plant's indicator lights are now functional
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@ -31,6 +34,16 @@
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* The memespoon is now safe(tm)
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* Instead of using a bugged instakill implementation, a fall distance of >2 now deals 50 extra melee damage
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* Instead of blowing up like a nuke with a fall distance of >20, it now explodes similarly to a non-HE artillery grenade. This deals 150 damage in an AoE, has armor piercing properties and is, like the original functionality, still lethal to the user
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* The fuel port on the rotary furnace now has a tooltip showing that it can be used for automation
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* Shredders will now prioritize NTM items when automatically generating recipes
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* The priority for what mods' items should be chosen can be configured
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* Mass storage units' stockpiles can now be directly accessed by ME systems
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* Inserters can now be suspended by applying a redstone signal
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* The legendary variant of the auto shotgun is no longer a simple reskin, it now has a completely unique model and animations
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* Added alcoholism
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* Open doors can now be interacted through
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* Area abilities on tools now drop all mined blocks in the center
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* Tools with AoE now come with the new "flat AoE" ability, which is the same but the area is only 1 block tall
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## Fixed
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* Chemical plant ports. For real this time.
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@ -45,4 +58,7 @@
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* Fixed issue where mining strange stone with silk touch ability would cause a desync. It also now drops cobblestone, as if silk touch wasn't active at all
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* Fixed issue where applying a filter to a mask that doesn't support certain protection types would permanently remove those types from the filter until the game is restarted
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* Fixed InventoryBogoSorter being able to move held crates
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* Fixed tier 2 pickaxes mining depth rock causing a desync with the depth rock not actually being broken
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* Fixed tier 2 pickaxes mining depth rock causing a desync with the depth rock not actually being broken
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* Replaced paintabble cables in the lighthouse with regular ones, fixing an issue where the paint would ID shift
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* Fixed light blocks being considered solid for NPC pathfinding
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* Fixed issue regarding locked slots when using crates
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@ -4,7 +4,6 @@ import com.hbm.blocks.BlockDummyable;
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import com.hbm.blocks.ILookOverlay;
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import com.hbm.tileentity.TileEntityProxyCombo;
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import com.hbm.tileentity.machine.TileEntityMachineRotaryFurnace;
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import com.hbm.util.fauxpointtwelve.DirPos;
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import com.hbm.util.i18n.I18nUtil;
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import net.minecraft.block.material.Material;
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import net.minecraft.entity.player.EntityPlayer;
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@ -6,7 +6,6 @@ import com.hbm.blocks.IBlockMultiPass;
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import com.hbm.blocks.ILookOverlay;
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import com.hbm.interfaces.ICopiable;
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import com.hbm.inventory.fluid.Fluids;
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import com.hbm.lib.Library;
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import com.hbm.lib.RefStrings;
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import com.hbm.render.block.RenderBlockMultipass;
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import com.hbm.tileentity.network.TileEntityPipeExhaust;
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@ -17,9 +16,7 @@ import cpw.mods.fml.relauncher.SideOnly;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.client.renderer.texture.IIconRegister;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemBlock;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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@ -31,7 +28,6 @@ import net.minecraft.util.IIcon;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import net.minecraftforge.client.event.RenderGameOverlayEvent.Pre;
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import net.minecraftforge.common.util.ForgeDirection;
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import java.util.ArrayList;
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import java.util.List;
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@ -29,7 +29,6 @@ import com.hbm.packet.toclient.PlayerInformPacket;
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import com.hbm.tileentity.IGUIProvider;
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import api.hbm.item.IDepthRockTool;
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import cpw.mods.fml.client.FMLClientHandler;
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import cpw.mods.fml.relauncher.ReflectionHelper;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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@ -942,7 +942,7 @@ public class Orchestras {
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if(timer == 2) {
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SpentCasing casing = ctx.config.getReceivers(stack)[0].getMagazine(stack).getCasing(stack, ctx.inventory);
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if(casing != null) CasingCreator.composeEffect(entity.worldObj, entity, 0.375, -0.125, aiming ? -0.125 : -0.25D, 0, 0.18, -0.12, 0.01, -10F + (float)entity.getRNG().nextGaussian() * 2.5F, (float)entity.getRNG().nextGaussian() * -20F + 15F, casing.getName(), false, 60, 0.5D, 20);
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if(casing != null) CasingCreator.composeEffect(entity.worldObj, entity, 0.375, aiming ? -0.0625 : -0.125, aiming ? 0 : -0.25D, 0, 0.18, -0.12, 0.01, -10F + (float)entity.getRNG().nextGaussian() * 2.5F, (float)entity.getRNG().nextGaussian() * -20F + 15F, casing.getName(), false, 60, 0.5D, 20);
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}
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}
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@ -375,7 +375,7 @@ public class XFactory12ga {
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).setUnlocalizedName("gun_autoshotgun_shredder");
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ModItems.gun_autoshotgun_sexy = new ItemGunBaseNT(WeaponQuality.LEGENDARY, new GunConfig()
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.dura(5_000).draw(20).inspect(33).reloadSequential(true).crosshair(Crosshair.L_CIRCLE).smoke(Lego.LAMBDA_STANDARD_SMOKE)
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.dura(5_000).draw(20).inspect(33).reloadSequential(true).crosshair(Crosshair.L_CIRCLE).hideCrosshair(false).smoke(Lego.LAMBDA_STANDARD_SMOKE)
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.rec(new Receiver(0)
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.dmg(64F).delay(4).auto(true).dryfireAfterAuto(true).reload(110).jam(19).sound("hbm:weapon.fire.shotgunAuto", 1.0F, 1.0F)
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.mag(new MagazineFullReload(0, 100).addConfigs(g12_equestrian_bj, g12_bp, g12_bp_magnum, g12_bp_slug, g12, g12_slug, g12_flechette, g12_magnum, g12_explosive, g12_phosphorus))
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@ -138,7 +138,7 @@ public class WeaponModManager {
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new WeaponModDefinition(EnumModSpecial.SPEEDUP)
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.addMod(new Item[] {ModItems.gun_minigun, ModItems.gun_minigun_dual}, new WeaponModMinigunSpeedup(ID_MINIGUN_SPEED))
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.addMod(new Item[] {ModItems.gun_autoshotgun, ModItems.gun_autoshotgun_shredder}, new WeaponModShredderSpeedup(209));
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new WeaponModDefinition(EnumModSpecial.CHOKE).addMod(new Item[] {ModItems.gun_pepperbox, ModItems.gun_maresleg, ModItems.gun_double_barrel, ModItems.gun_liberator, ModItems.gun_spas12}, new WeaponModChoke(210));
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new WeaponModDefinition(EnumModSpecial.CHOKE).addMod(new Item[] {ModItems.gun_pepperbox, ModItems.gun_maresleg, ModItems.gun_double_barrel, ModItems.gun_liberator, ModItems.gun_spas12, ModItems.gun_autoshotgun_sexy}, new WeaponModChoke(210));
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new WeaponModDefinition(EnumModSpecial.FURNITURE_GREEN).addMod(ModItems.gun_g3, new WeaponModPolymerFurniture(ID_FURNITURE_GREEN));
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new WeaponModDefinition(EnumModSpecial.FURNITURE_BLACK).addMod(ModItems.gun_g3, new WeaponModPolymerFurniture(ID_FURNITURE_BLACK));
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new WeaponModDefinition(EnumModSpecial.BAYONET)
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@ -21,7 +21,7 @@ public class ItemRenderSexy extends ItemRenderWeaponBase {
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@Override
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public float getViewFOV(ItemStack stack, float fov) {
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float aimingProgress = ItemGunBaseNT.prevAimingProgress + (ItemGunBaseNT.aimingProgress - ItemGunBaseNT.prevAimingProgress) * interp;
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return fov * (1 - aimingProgress * 0.66F);
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return fov * (1 - aimingProgress * 0.33F);
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}
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@Override
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@ -29,10 +29,6 @@ public class ItemRenderSexy extends ItemRenderWeaponBase {
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GL11.glTranslated(0, 0, 0.875);
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float offset = 0.8F;
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/*standardAimingTransform(stack,
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-1.25F * offset, -0.75F * offset, 3.25F * offset,
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0, -5.25 / 8D, 1);*/
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standardAimingTransform(stack,
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-1F * offset, -0.75F * offset, 3F * offset,
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@ -45,6 +41,7 @@ public class ItemRenderSexy extends ItemRenderWeaponBase {
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double scale = 0.375D;
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GL11.glScaled(scale, scale, scale);
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// i'm not going overboard with the animation
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boolean doesCycle = HbmAnimations.getRelevantAnim(0) != null && HbmAnimations.getRelevantAnim(0).animation.getBus("CYCLE") != null;
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boolean reloading = HbmAnimations.getRelevantAnim(0) != null && HbmAnimations.getRelevantAnim(0).animation.getBus("BELT") != null;
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boolean useShellCount = HbmAnimations.getRelevantAnim(0) != null && HbmAnimations.getRelevantAnim(0).animation.getBus("SHELLS") != null;
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@ -16,7 +16,6 @@ import cpw.mods.fml.relauncher.SideOnly;
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import io.netty.buffer.ByteBuf;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.inventory.Container;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.util.Vec3;
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