deplorable gollompus

This commit is contained in:
Boblet 2025-02-18 16:21:38 +01:00
parent 23db8e3d86
commit c3eb6035aa
7 changed files with 12 additions and 14 deletions

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@ -2,6 +2,8 @@
* Large deposits (hematite, malachite, bauxite) and caves (sulfur, asbestos) can now be toggled in the config
* Removed recipes for most old particle accelerator parts
* Dense coils no longer have recipes either for the most part, all coils with no recipes can be recycled back into dense wires
* Natural gas can now be processed in a pyrolysis oven, 12k of gas yields 8k hydrogen and one graphite ingot
## Fixed
* Fixed an issue where `/ntmreload` would load fluids after recipes, meaning that recipes using newly added fluids would not work correctly, as the fluids don't exist by the time the recipe is loaded
* Fixed an issue where `/ntmreload` would load fluids after recipes, meaning that recipes using newly added fluids would not work correctly, as the fluids don't exist by the time the recipe is loaded
* Fixed bedrock coltan being way too common, drowning out almost all other bedrock ores

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@ -118,6 +118,10 @@ public class PyroOvenRecipes extends SerializableRecipe {
recipes.add(new PyroOvenRecipe(60)
.in(new FluidStack(GAS_COKER, 4_000))
.out(new FluidStack(Fluids.REFORMGAS, 100)));
//hydrogen and carbon from natgas
recipes.add(new PyroOvenRecipe(60)
.in(new FluidStack(Fluids.GAS, 12_000))
.out(new FluidStack(Fluids.HYDROGEN, 8_000)).out(new ItemStack(ModItems.ingot_graphite, 1)));
}
private static void registerSFAuto(FluidType fluid) {

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@ -168,7 +168,7 @@ public class HbmWorldGen implements IWorldGenerator {
int colZ = (int) (colRand.nextGaussian() * 1500);
int colRange = 750;
if((GeneralConfig.enable528BedrockSpawn || GeneralConfig.enable528BedrockDeposit) && rand.nextInt(GeneralConfig.bedrockRate) != 0) {
if((GeneralConfig.enable528BedrockSpawn || GeneralConfig.enable528BedrockDeposit) && rand.nextInt(GeneralConfig.bedrockRate) == 0) {
int x = i + rand.nextInt(16) + 8;
int z = j + rand.nextInt(16) + 8;
@ -302,14 +302,6 @@ public class HbmWorldGen implements IWorldGenerator {
}
}
/*if(WorldConfig.siloStructure > 0 && rand.nextInt(WorldConfig.siloStructure) == 0) {
int x = i + rand.nextInt(16);
int z = j + rand.nextInt(16);
int y = world.getHeightValue(x, z);
new Silo().generate(world, rand, x, y, z);
}*/
if(WorldConfig.factoryStructure > 0 && rand.nextInt(WorldConfig.factoryStructure) == 0) {
int x = i + rand.nextInt(16);
int z = j + rand.nextInt(16);

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@ -68,6 +68,7 @@ public abstract class NodeNet<T extends INetworkProvider> {
/// GENERAL POWER NET CONTROL ///
public void invalidate() { this.valid = false; UniNodespace.activeNodeNets.remove(this); }
public boolean isValid() { return this.valid; }
public void resetTrackers() { }
public abstract void update();
public void destroy() {

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@ -22,10 +22,6 @@ public class PowerNetwork extends NodeNet<PowerProvider> {
public HashMap<IEnergyProviderMK2, Long> providerEntries = new HashMap();
public long energyTracker = 0L;
public void resetEnergyTracker() {
this.energyTracker = 0;
}
@Override // this was all fun and games but let's take a few steps back: this generics stuff is kinda breaking shit, and as it turns out, apparently nothing even uses the type
public HashMap<IGenReceiver<PowerProvider>, Long> receiverEntries() {
@ -39,6 +35,9 @@ public class PowerNetwork extends NodeNet<PowerProvider> {
protected static int timeout = 3_000;
@Override public void resetTrackers() { this.energyTracker = 0; }
@Override
public void update() {
if(providerEntries.isEmpty()) return;

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