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11
changelog
11
changelog
@ -1,10 +1,7 @@
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## Changed
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* Added a (LEGACY) tag to the schrabidium transmutator
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* Existing schrabidium transmutators are now way slower
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* get souped
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* Removed the schraranium tooltip mentioning the transmutator
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* Changed the last remaining recipes that use the old steel pipes item, as well as the recipe for the steel pipes
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* Any remaining steel pipes can be either smelted in a crucible or shredded
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* Added more QMAW pages
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* Removed most old particle accelerator blocks from the creative inventory
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## Fixed
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* Fixed various issues with the localization
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* Fixed wood burner only being able to create one ash pile per item burned, even when that item yields more, creating a backlog in the internal ash value
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* Fixed some QMAW link icons not having the correct block lighting applied
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@ -1841,13 +1841,13 @@ public class ModBlocks {
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machine_exposure_chamber = new MachineExposureChamber(Material.iron).setBlockName("machine_exposure_chamber").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":block_aluminium");
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machine_radgen = new MachineRadGen(Material.iron).setBlockName("machine_radgen").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":machine_radgen");
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hadron_plating = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating");
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hadron_plating_blue = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_blue").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_blue");
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hadron_plating_black = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_black").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_black");
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hadron_plating_yellow = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_yellow").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_yellow");
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hadron_plating_striped = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_striped").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_striped");
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hadron_plating_voltz = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_voltz").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_voltz");
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hadron_plating_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_plating_glass", Material.iron, true).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_glass");
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hadron_plating = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_plating");
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hadron_plating_blue = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_blue").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_plating_blue");
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hadron_plating_black = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_black").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_plating_black");
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hadron_plating_yellow = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_yellow").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_plating_yellow");
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hadron_plating_striped = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_striped").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_plating_striped");
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hadron_plating_voltz = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_voltz").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_plating_voltz");
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hadron_plating_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_plating_glass", Material.iron, true).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_plating_glass");
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hadron_coil_alloy = new BlockHadronCoil(Material.iron, 10).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_alloy").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_alloy");
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hadron_coil_gold = new BlockHadronCoil(Material.iron, 25).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_gold").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_gold");
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hadron_coil_neodymium = new BlockHadronCoil(Material.iron, 50).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_neodymium").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_neodymium");
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@ -1857,16 +1857,16 @@ public class ModBlocks {
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hadron_coil_starmetal = new BlockHadronCoil(Material.iron, 1000).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_starmetal").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_starmetal");
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hadron_coil_chlorophyte = new BlockHadronCoil(Material.iron, 2500).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_chlorophyte").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_chlorophyte");
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hadron_coil_mese = new BlockHadronCoil(Material.iron, 10000).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_mese").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_mese");
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hadron_power = new BlockHadronPower(Material.iron, 1000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_10m = new BlockHadronPower(Material.iron, 10000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_10m").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_100m = new BlockHadronPower(Material.iron, 100000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_100m").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_1g = new BlockHadronPower(Material.iron, 1000000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_1g").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_10g = new BlockHadronPower(Material.iron, 10000000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_10g").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_diode = new BlockHadronDiode(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_diode").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab);
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hadron_analysis = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_analysis").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_analysis");
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hadron_analysis_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_analysis_glass", Material.iron, true).setStepSound(Block.soundTypeMetal).setBlockName("hadron_analysis_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_analysis_glass");
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hadron_access = new BlockHadronAccess(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_access").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_access");
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hadron_core = new BlockHadronCore(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_core").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_core");
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hadron_power = new BlockHadronPower(Material.iron, 1000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_10m = new BlockHadronPower(Material.iron, 10000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_10m").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_100m = new BlockHadronPower(Material.iron, 100000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_100m").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_1g = new BlockHadronPower(Material.iron, 1000000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_1g").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_power_10g = new BlockHadronPower(Material.iron, 10000000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_10g").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_diode = new BlockHadronDiode(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_diode").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null);
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hadron_analysis = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_analysis").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_analysis");
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hadron_analysis_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_analysis_glass", Material.iron, true).setStepSound(Block.soundTypeMetal).setBlockName("hadron_analysis_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_analysis_glass");
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hadron_access = new BlockHadronAccess(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_access").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_access");
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hadron_core = new BlockHadronCore(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_core").setHardness(5.0F).setResistance(10.0F).setCreativeTab(null).setBlockTextureName(RefStrings.MODID + ":hadron_core");
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pa_source = new BlockPASource().setStepSound(Block.soundTypeMetal).setBlockName("pa_source").setHardness(5.0F).setResistance(10.0F);
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pa_beamline = new BlockPABeamline().setStepSound(Block.soundTypeMetal).setBlockName("pa_beamline").setHardness(5.0F).setResistance(10.0F);
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@ -1,6 +1,7 @@
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package com.hbm.qmaw.components;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import com.hbm.qmaw.GuiQMAW;
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import com.hbm.qmaw.ManualElement;
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@ -64,6 +65,7 @@ public class QComponentLink extends ManualElement {
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GL11.glPushMatrix();
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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Minecraft mc = Minecraft.getMinecraft();
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GL11.glRotated(180, 1, 0, 0);
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RenderHelper.enableStandardItemLighting();
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@ -71,6 +73,7 @@ public class QComponentLink extends ManualElement {
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itemRender.renderItemAndEffectIntoGUI(this.font, mc.renderEngine, this.icon, x, y - 1);
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itemRender.renderItemOverlayIntoGUI(this.font, mc.renderEngine, this.icon, x, y - 1, null);
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RenderHelper.disableStandardItemLighting();
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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GL11.glDisable(GL11.GL_DEPTH_TEST);
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GL11.glPopMatrix();
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@ -90,9 +90,9 @@ public class TileEntityMachineWoodBurner extends TileEntityMachineBase implement
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if(type == EnumAshType.COAL) ashLevelCoal += burn;
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if(type == EnumAshType.MISC) ashLevelMisc += burn;
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int threshold = 2000;
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if(processAsh(ashLevelWood, EnumAshType.WOOD, threshold)) ashLevelWood -= threshold;
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if(processAsh(ashLevelCoal, EnumAshType.COAL, threshold)) ashLevelCoal -= threshold;
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if(processAsh(ashLevelMisc, EnumAshType.MISC, threshold)) ashLevelMisc -= threshold;
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while(processAsh(ashLevelWood, EnumAshType.WOOD, threshold)) ashLevelWood -= threshold;
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while(processAsh(ashLevelCoal, EnumAshType.COAL, threshold)) ashLevelCoal -= threshold;
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while(processAsh(ashLevelMisc, EnumAshType.MISC, threshold)) ashLevelMisc -= threshold;
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this.maxBurnTime = this.burnTime = burn;
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ItemStack container = slots[0].getItem().getContainerItem(slots[0]);
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11
src/main/resources/assets/hbm/manual/machine/difurnace.json
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11
src/main/resources/assets/hbm/manual/machine/difurnace.json
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@ -0,0 +1,11 @@
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{
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"name": "Blast Furnace",
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"icon": ["hbm:tile.machine_difurnace_off", 1, 0],
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"trigger": [["hbm:tile.machine_difurnace_off"], ["hbm:tile.machine_difurnace_extension"]],
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"title": {
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"en_US": "Blast Furnace"
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},
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"content": {
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"en_US": "Simple furnace that can combine two items into one output, usually in the form of an alloy. Needed early on as the first source of [[steel|Steel]], [[red copper|Minecraft Grade Copper]] and [[advanced alloy|Advanced Alloy]]. Does not accept all furnace fuels, only works with hot burning ones like coal, coke or lava buckets. Can be accelerated by placing a blast furnace extension on top, which also makes it more efficient."
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}
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}
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@ -0,0 +1,11 @@
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{
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"name": "Rotary Furnace",
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"icon": ["hbm:tile.machine_rotary_furnace", 1, 0],
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"trigger": [["hbm:tile.machine_rotary_furnace"]],
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"title": {
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"en_US": "Rotary Furnace"
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},
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"content": {
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"en_US": "A type of alloying furnace that can accept multiple item inputs and a fluid and output the result as liquid metal which needs to be cast. Used to make [[weapon steel|Weapon Steel]] and [[saturnite|Saturnite]], and features alternate recipes for [[gunmetal|Gunmetal]] and [[steel|Steel]]. Requires both a solid fuel and [[steam|Steam]] to function, creating [[low-pressure steam|Low-Pressure Steam]] in the process.<br><br>Items can be inserted from the color-coded access points in the back. The input fluid can only be connected to one of the two grey ports on the output side. Steam and low-pressure steam ducts need to be connected to the steam engine on the left. Solid fuel can be inserted through the iron bars at the front. Exhaust smoke can be extracted from the opening at the top, the furnace will emit a smoke plume if not connected to a smoke stack."
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}
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}
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