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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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deplorable gollompus
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@ -2,6 +2,8 @@
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* Large deposits (hematite, malachite, bauxite) and caves (sulfur, asbestos) can now be toggled in the config
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* Removed recipes for most old particle accelerator parts
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* Dense coils no longer have recipes either for the most part, all coils with no recipes can be recycled back into dense wires
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* Natural gas can now be processed in a pyrolysis oven, 12k of gas yields 8k hydrogen and one graphite ingot
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## Fixed
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* 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
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* 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
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* 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 {
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recipes.add(new PyroOvenRecipe(60)
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.in(new FluidStack(GAS_COKER, 4_000))
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.out(new FluidStack(Fluids.REFORMGAS, 100)));
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//hydrogen and carbon from natgas
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recipes.add(new PyroOvenRecipe(60)
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.in(new FluidStack(Fluids.GAS, 12_000))
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.out(new FluidStack(Fluids.HYDROGEN, 8_000)).out(new ItemStack(ModItems.ingot_graphite, 1)));
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}
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private static void registerSFAuto(FluidType fluid) {
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@ -168,7 +168,7 @@ public class HbmWorldGen implements IWorldGenerator {
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int colZ = (int) (colRand.nextGaussian() * 1500);
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int colRange = 750;
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if((GeneralConfig.enable528BedrockSpawn || GeneralConfig.enable528BedrockDeposit) && rand.nextInt(GeneralConfig.bedrockRate) != 0) {
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if((GeneralConfig.enable528BedrockSpawn || GeneralConfig.enable528BedrockDeposit) && rand.nextInt(GeneralConfig.bedrockRate) == 0) {
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int x = i + rand.nextInt(16) + 8;
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int z = j + rand.nextInt(16) + 8;
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@ -302,14 +302,6 @@ public class HbmWorldGen implements IWorldGenerator {
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}
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}
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/*if(WorldConfig.siloStructure > 0 && rand.nextInt(WorldConfig.siloStructure) == 0) {
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int x = i + rand.nextInt(16);
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int z = j + rand.nextInt(16);
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int y = world.getHeightValue(x, z);
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new Silo().generate(world, rand, x, y, z);
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}*/
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if(WorldConfig.factoryStructure > 0 && rand.nextInt(WorldConfig.factoryStructure) == 0) {
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int x = i + rand.nextInt(16);
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int z = j + rand.nextInt(16);
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@ -68,6 +68,7 @@ public abstract class NodeNet<T extends INetworkProvider> {
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/// GENERAL POWER NET CONTROL ///
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public void invalidate() { this.valid = false; UniNodespace.activeNodeNets.remove(this); }
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public boolean isValid() { return this.valid; }
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public void resetTrackers() { }
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public abstract void update();
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public void destroy() {
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@ -22,10 +22,6 @@ public class PowerNetwork extends NodeNet<PowerProvider> {
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public HashMap<IEnergyProviderMK2, Long> providerEntries = new HashMap();
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public long energyTracker = 0L;
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public void resetEnergyTracker() {
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this.energyTracker = 0;
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}
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@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
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public HashMap<IGenReceiver<PowerProvider>, Long> receiverEntries() {
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@ -39,6 +35,9 @@ public class PowerNetwork extends NodeNet<PowerProvider> {
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protected static int timeout = 3_000;
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@Override public void resetTrackers() { this.energyTracker = 0; }
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@Override
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public void update() {
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if(providerEntries.isEmpty()) return;
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