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gt-classic's Issues

OverLoaded LootTables

Currently the way GTC adds loot to chest is to add it to the main pool of loot generated, could you instead add a new pool so that GTC loot is not the only thing being generated?

Crash with IC2C 1.5.7

Crash report:

// Don't be sad. I'll do better next time, I promise!

Time: 3/30/23 8:00 PM
Description: There was a severe problem during mod loading that has caused the game to fail

net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from GregTech Classic (gtclassic)
Caused by: java.lang.NoSuchMethodError: gtclassic.api.block.GTBlockBaseMachine.setUnlocalizedName(Lic2/core/platform/lang/components/base/LocaleComp;)Lnet/minecraft/block/Block;
	at gtclassic.api.block.GTBlockBaseMachine.<init>(GTBlockBaseMachine.java:38)
	at gtclassic.common.block.GTBlockMachine.<init>(GTBlockMachine.java:78)
	at gtclassic.common.block.GTBlockMachine.<init>(GTBlockMachine.java:74)
	at gtclassic.common.GTBlocks.<clinit>(GTBlocks.java:114)
	at gtclassic.GTMod.preInit(GTMod.java:80)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
	at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
	at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
	at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
	at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
	at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
	at com.google.common.eventbus.EventBus.post(EventBus.java:217)
	at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219)
	at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
	at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
	at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
	at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
	at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
	at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
	at com.google.common.eventbus.EventBus.post(EventBus.java:217)
	at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136)
	at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:629)
	at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:252)
	at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378)
	at net.minecraft.client.main.Main.main(SourceFile:123)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
	at org.prismlauncher.launcher.impl.StandardLauncher.launch(StandardLauncher.java:88)
	at org.prismlauncher.EntryPoint.listen(EntryPoint.java:126)
	at org.prismlauncher.EntryPoint.main(EntryPoint.java:71)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
	Minecraft Version: 1.12.2
	Operating System: Linux (amd64) version 6.1.0-7-amd64
	Java Version: 1.8.0_362, Debian
	Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Debian
	Memory: 3794370792 bytes (3618 MB) / 4116185088 bytes (3925 MB) up to 4116185088 bytes (3925 MB)
	JVM Flags: 2 total; -Xms4096m -Xmx4096m
	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
	FML: MCP 9.42 Powered by Forge 14.23.5.2860 7 mods loaded, 7 mods active
	States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored

	| State | ID                | Version      | Source                                  | Signature                                |
	|:----- |:----------------- |:------------ |:--------------------------------------- |:---------------------------------------- |
	| LCH   | minecraft         | 1.12.2       | minecraft.jar                           | None                                     |
	| LCH   | mcp               | 9.42         | minecraft.jar                           | None                                     |
	| LCH   | FML               | 8.0.99.99    | forge-1.12.2-14.23.5.2860-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
	| LCH   | forge             | 14.23.5.2860 | forge-1.12.2-14.23.5.2860-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
	| LCH   | ic2               | 2.8.1001     | IC2Classic-1.12-1.5.7.jar               | None                                     |
	| LCH   | ic2-classic-spmod | 0.0.0.0      | IC2Classic-1.12-1.5.7.jar               | None                                     |
	| LCE   | gtclassic         | 1.1.7        | GTClassic-1.1.7.jar                     | None                                     |

	Loaded coremods (and transformers): 
	GL info: ' Vendor: 'Intel' Version: '4.6 (Compatibility Profile) Mesa 22.3.6' Renderer: 'Mesa Intel(R) HD Graphics 630 (KBL GT2)'```

Testing Player Detector Block

After couple of tests I did with Player Detector, I found that:
PD = Player Detector;

  1. PD + Redstone = Okay, it works as intended.
  2. PD + Solid Block:
  • If you place a solid block next to PD when it is active, solid block will receive a constant redstone signal even when the player is far;
  • If you place a solid block next to PD when it is not active, solid block will not receive redstone signal at all.
  1. PD + Door next to it (all directions) = game crash when you go away from PD (crash-report)

2020-04-26_15 37 14

2020-04-26_15 34 25

Breaks Oil Generation in Pneumaticcraft-Repressurized

This breaks or turns off the Oil Generation in Pneumaticcraft-Repressurized

  • pneumaticcraft-repressurized-1.12.2-0.11.14-395

It changes the config setting in Pneumaticcraft for oil generation to 0 (default is 15)

    # Chance per chunk in percentage to generate an Oil Lake. Set to 0 for no spawns
    # Min: 0.0
    # Max: 100.0
    D:oilGenerationChance=0

Things that should be done. (Todolist)

Localization References need to be streamlined.

  • Industrial Centrifuge
  • LargeChest
  • Super Condensator
  • Small Chest
  • Quantum Chest

Container Slots with missing filters need to be done.

  • Industrial Centrifuge
  • Quantum Chest (Input Filter to make sure it can not clog up)

Misc stuff

  • Entries have to be found for this list.

Gets updated as i find stuff.

Custom industrial centrifuge recipe not using the right amount of resources.

I made a custom recipe for the industrial centrifuge using CraftTweaker but it doesn't use the right amount of nitre/saltpeter. It should be using 9 but it only uses 1

Here's the one line of ZenScript:

IndustrialCentrifuge.addCellRecipe([<gtclassic:test_tube>.withTag({Fluid: {FluidName: "oxygen", Amount: 1000}}) * 3, <gtclassic:test_tube>.withTag({Fluid: {FluidName: "nitrogen", Amount: 1000}}), <gtclassic:test_tube>.withTag({Fluid: {FluidName: "potassium", Amount: 1000}})], <ore:dustNiter> * 9, 5, 32000);

I'm using the most recent version of GT-Classic (1.1.6)

2021-01-09_21 47 38

Rework end game power storage

HCSU ( high capacity ) : 2048 voltage, 100 000 000, yellow to match EV tier transformer. (my QESU basically)

AFSU ( advanced functional ) : 8192 voltage, 1 000 000 000, AESU texture but thing in the middle cyan, upgrade-able with an Adjustable transformer unit upgrade and Wireless Channel upgrade.

Can not compile latest version

K:\git\GT-Classic\build\sources\main\java\gtclassic\common\tile\GTTileAESU.java:19: error: GTTileAESU is not abstract and does not override abstract method update() in ITickable
public class GTTileAESU extends TileEntityElectricBlock implements IClickable {
       ^
K:\git\GT-Classic\build\sources\main\java\gtclassic\common\tile\multi\GTTileMultiLESU.java:79: error: abstract method update() in ITickable cannot be accessed directly
                super.update();
                     ^
K:\git\GT-Classic\build\sources\main\java\gtclassic\common\jei\GTJeiPlugin.java:72: error: cannot find symbol
                        if (Loader.isModLoaded(GTValues.MOD_ID_GTCX)){
                                               ^
  symbol:   variable GTValues
  location: class GTJeiPlugin
K:\git\GT-Classic\build\sources\main\java\gtclassic\common\jei\GTJeiPlugin.java:72: error: cannot find symbol
                        if (Loader.isModLoaded(GTValues.MOD_ID_GTCX)){
                            ^
  symbol:   variable Loader
  location: class GTJeiPlugin
K:\git\GT-Classic\build\sources\main\java\gtclassic\common\jei\GTJeiPlugin.java:73: error: cannot find symbol
                                blacklist.addIngredientToBlacklist(GTMaterialGen(GTBlocks.tileFusionReactor));
                                                                   ^
  symbol:   method GTMaterialGen(GTBlockMachine)
  location: class GTJeiPlugin
K:\git\GT-Classic\build\sources\main\java\gtclassic\common\tile\GTTileSupercondensator.java:8: error: GTTileSupercondensator is not abstract and does not override abstract method update() in ITickable
public class GTTileSupercondensator extends TileEntityTransformer implements IBitLevelOverride {

MatterFabricator Performance improvements

I found further optimizations that could get rid of any iteration (besides inventory iteration).

  • 1: get rid of MultiInput Recipes. Seriously you only use 1 slot in this logic. So multiinput makes no sense at all.
  • 2: Fluid Processing can be solved by just creating a fluidContainer that contains the fluid to consume and checks the recipemap with that container. FluidRecipeInputs extract the fluid and only compare that. That would both handle the tank and item entries at once.
  • 3: Add a delay variable (that is not saved) that is stopping the entire logic from operating if the thing has nothing to consume for a given amount of time. That means a buildup can happen. If enough power is present but no items.

Multi Input Recipe Bugs

  • machines dont search for empty slots - if slot 1 is full the machine stops

  • single iron dust doesnt process in the bf, despite no recipe overlap and a valid recipe

  • passive machines run with invalid itemstacks

  • Big issue - machines often times will run, then stop and need the stack in the input to be picked up and replace to keep running - mainly in the elctrolyzer

  • revert progress to 0 on interupt

  • ingnore or attemp to damage container items not constume or move by default

Quantum chest export slot has a minor issue

Somethings a little screwy, need to investigate. if you place down a newly made quantum chest, and click a stack less than 64 into the chest it goes straight to the output slot fine. But if you place another stack in of the same kind it overwrites that stack AND the size, so a stack of 17 could be overwritten by a stack of 9 etc...

Tiny Code improvements.

https://github.com/e99999/GT-Classic/blob/master/src/main/java/gtclassic/blocks/resources/GTBlockOre.java#L60
Could be moved into the Enum Instead since its not a "Dynamic Drop".

https://github.com/e99999/GT-Classic/blob/master/src/main/java/gtclassic/blocks/machines/lv/GTBlockAlloySmelter.java#L16
Should extends BlockMultiID because extending the current class might break things if i change stuff in the core.

https://github.com/e99999/GT-Classic/blob/master/src/main/java/gtclassic/items/tools/GTItemAdvancedChainsaw.java#L43
That thing wont work because it is a reference to the AudioManagerClient (line 504) which is adding a tracker for entities that could have chainsaws in their hand. You need to write a tracker for there to play the audiosource track.

I hope thats some information how to improve things ^^"

[Bug] Bauxite still generates

The config option to disable the generation of bauxite in the world doesn't work. When set to false it still generates bauxite oreveins.

Ideas for Nuclear related stuff

I have no idea about nuclear & reactor physics. please feel free to post any and all ideas you might want to see in GTC here

quantum chest no display all content with logistical pipe

I made a tiny logistics pipes network with quantum chest for the storage
2021-07-08_10 18 30
2021-07-08_10 18 56
in my quantum chest, there are coblestone.
2021-07-08_10 18 53
but, logistics pipes display only 64 coblestone. i can push coblestone in network and store on quantum chest, but i can only request 64 coblestone ( i can't request more coblestone)
2021-07-08_10 19 09
I think it only view this slot
image

my game and mods version:
minecraft 1.12.2
forge 14.23.5.2855
IC2clasic 1.12-1.5.5.2.1
GT-Classic 1.1.6
logistics pipes 0.10.3.40

Just Speiger Things

Important:

  • GTTileBlockCustom.getDrops() //Needs a fix with copies.
  • Local Components need to be made static finally.
  • InputSlotFilters in MultiInput Machines have to be done properly
  • Int3 needs a Mutable BlockPos integrated.
  • Export Loops should not move 1 item at the time for 64 times. It should do as many items as - [ ] possible (attempt to move 64 items at once instead)
  • Many TileEntities can set its facing no matter what and only can be harvested if you wrench it from top or bottom.
  • TileFacing needs a rewrite.
  • Import & Exporting Tiles can load chunks and can technically cause chunk cascading. Like hoppers can do.
  • Other MultiBlocks still need their Energy & UI Opener implemented
  • Interrupt power message gui component because users are stupid
    Less Important:
  • LocalComp should be implemented properly. (Not hard work)
  • Localization needs to be finished. Some Gui Classes miss them
  • All un implemeneted things should be not visible at all. (Things that may come or not)
  • Teleport Command should be disabled so its not allowing cheats

Item Translocator converts fluid containers to other liquids when transfer returns true

Putting this up so its a known issue until I close it, or get some help from @Speiger ,
For some reason when using an Item Translocator to filter fluid tubes, it will convert all other tubes into whatever successfully gets transferred.

For example: Setting the filter to a Hydrogen filled Test Tube to filter the output of Bauxite Dust processing (Oxygen Tubes, Hydrogen Tubes, Aluminium, and Titanium Dust) the Translocator will successfully pull the Hydrogen tubes out of the machine, but in the process convert the remaining Oxygen Filled tubes to Hydrogen tubes allowing for duplication of ANY fluid container.

Don't really know why yet as I've tried to use .copy() in various places to maintain any possible lost NBT data for the container and it seems to have no effect. Cant tell if its in the filter or the transfer itself. Will continue to mess with this for the next release (1.1.2).

Some Recipes in the industrial Centrifuge don't use oredict.

  • clay dust to lithium, silicon, and aluminum recipe doesn't use dustClay oredict
  • rubber wood to 8 carbon, 8 sticky resin, 6 plantballs and 4 methane recipe doesn't use logRubber oredict
  • ender eye dusts to 8 ender pearl dust and 8 blaze powder uses dustEndereye but tech reborn's dust is dustEnderEye
  • netherrack dust to gold nugget, redstone, 4 sulfur dust, and coal dusts doesn't use dustNetherrack oredict
  • obsidian dust to 2 iron dusts, 6 silicon, and 4 oxygen doesn't use dustObsidian oredict
  • raw porkchop, raw beef, raw fish, raw chicken, raw mutton to methane could use listAllmeatraw oredict.
  • cooked porkchop, steak, cooked fish, cooked chicken, cooked mutton to methane could use listAllmeatcooked oredict
  • carrot, potato to methane could use listAllveggie oredict

For the last three those oredicts might only be available when pam's harvestcraft is loaded

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