From b6345644ed79c97a2d86e75b9a04879129ae4199 Mon Sep 17 00:00:00 2001 From: BallOfEnergy <66693744+BallOfEnergy1@users.noreply.github.com> Date: Thu, 30 Nov 2023 14:18:03 -0600 Subject: [PATCH] shit shit shit shit shit shit --- changelog | 21 +------------------ .../tileentity/machine/TileEntityChungus.java | 1 + 2 files changed, 2 insertions(+), 20 deletions(-) diff --git a/changelog b/changelog index 596d87512..441e8123c 100644 --- a/changelog +++ b/changelog @@ -2,30 +2,11 @@ * Doors! * Your favorites from 1.12, the 7 remaining doors have finally been ported * Thanks to KoblizekXD for biting the bullet -* Rubber boat - * Made from latex or synthetic rubber - * A much less jankier alternative to the vanilla boat. Rotations are silky smooth and done via the strafe keys instead of based on the player's orientation - * Won't break from ramming into blocks - * Faster than a regular boat, but will decelerate quicker when there's nobody sitting in it, preventing the boat from drifting off too far when empty ## Changed * Reduced the blast resistance of the large doors from absurdly high to still very but not quite as high * Custom missiles are now launchable using the radar * NTM's structures should no longer spawn in dimensions besides the overworld. Ores will still generate, assuming the config option is set. -* Decreased M1tty's radiation resistance - * It's really damn cheap, what did you expect -* M1tty's helmet now acts like a protective mask -* Most non-custom missiles except tier 0s are now assembled in the arc welder - * Crafting complexity has been reduced, the recipes only need the three major components without any extra loose plates -* Non-custom missiles have been slightly buffed - * Explosions are now slightly larger and they use the new cross-detection entity damage code which still affects entities behind small hills that would otherwise be shielded - * Explosions now have a 2x larger entity damage radius ## Fixed -* Fixed ancient bug where custom missiles launched using the launch table would not use the accuracy calculation and always be pin-point accurate -* Fixed RBMK heat exchangers being able to use heatable fluids that don't have heat exchanger efficiency defined like liquid sodium, heavy water and thorium salt -* Fixed RBMK heat exchangers not using the heat exchanger efficiency variable to determine cooling power -* Fixed the ballistic gauntlet spawning a client-side ghost bullet that doesn't move or despawn -* Fixed bug where different custom machine cores would merge in a stack when picked up, turning them into the same type -* Fixed radar screen blips being visible through the back of the model -* Fixed desh crate's last half of slots preventing radiation entirely \ No newline at end of file +* Fixed ancient bug where custom missiles launched using the launch table would not use the accuracy calculation and always be pin-point accurate \ No newline at end of file diff --git a/src/main/java/com/hbm/tileentity/machine/TileEntityChungus.java b/src/main/java/com/hbm/tileentity/machine/TileEntityChungus.java index d1a9abd64..2a2e761db 100644 --- a/src/main/java/com/hbm/tileentity/machine/TileEntityChungus.java +++ b/src/main/java/com/hbm/tileentity/machine/TileEntityChungus.java @@ -36,6 +36,7 @@ import net.minecraft.tileentity.TileEntity; import net.minecraft.util.AxisAlignedBB; import net.minecraftforge.common.util.ForgeDirection; +@Optional.InterfaceList({@Optional.Interface(iface = "li.cil.oc.api.network.SimpleComponent", modid = "OpenComputers")}) public class TileEntityChungus extends TileEntityLoadedBase implements IFluidAcceptor, IFluidSource, IEnergyGenerator, INBTPacketReceiver, IFluidStandardTransceiver, SimpleComponent { public long power;