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Update v8 to latest 1.20.1 (#4629)
Co-authored-by: Jurre Groenendijk <jurre@jilles.com> Co-authored-by: Phoenixvine <82596737+Phoenixvine32908@users.noreply.github.com> Co-authored-by: Ghostipedia / Caitlynn <46772882+Ghostipedia@users.noreply.github.com> Co-authored-by: remakefactory <215389873+remakefactory@users.noreply.github.com> Co-authored-by: screret <68943070+screret@users.noreply.github.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Mqrius <Nuntius.Marii@Gmail.com> Co-authored-by: Tar Laboratories <159147059+TarLaboratories@users.noreply.github.com> Co-authored-by: Nikola J. <72603953+GirixK@users.noreply.github.com> Co-authored-by: GirixK <GirixK@users.noreply.github.com> Co-authored-by: zetrock1 <144679746+zetrock1@users.noreply.github.com> Co-authored-by: Pyritie <pyritie@gmail.com> Co-authored-by: Haze <zetateamhazevista@gmail.com> Co-authored-by: iouter <62897714+iouter@users.noreply.github.com> Co-authored-by: Karthi <75553966+JuiceyBeans@users.noreply.github.com> Co-authored-by: Spicy Noodles <93035068+SpicyNoodle5@users.noreply.github.com> Co-authored-by: DilithiumThoride <lilithiumathena@gmail.com> Co-authored-by: illuciaz23 <104995560+illuciaz23@users.noreply.github.com> Co-authored-by: Chloe <117597693+chloecat34@users.noreply.github.com> Co-authored-by: Gaider10 <72764892+Gaider10@users.noreply.github.com> Co-authored-by: FyreDrakon <88224357+FyreDrakon@users.noreply.github.com> Co-authored-by: Dominik Sysojew-Osinski <sysojewosinskidominik@gmail.com>
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.github/pull_request_template.md

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@@ -9,6 +9,9 @@ _Any implementations in this PR that should be carefully looked over, or that co
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_A short description of what this PR added/fixed/changed/removed._
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_For correct linking of issues please use any of the Closes/Fixes/Resolves keywords. Example: When a PR is fixing a bug use "Fixes: #number-of-bug"_
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## How Was This Tested
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_This section is for screenshots, code snippets or descriptions of how the PR was tested in code or in game to ensure correctness._
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## Additional Information
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_This section is for screenshots to demonstrate any GUI or rendering changes, or any other additional information that reviewers should be aware of._
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CHANGELOG.md

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# ChangeLog
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## Version [v7.5.2](https://github.com/GregTechCEu/GregTech-Modern/compare/v7.5.1-1.20.1...v7.5.2-1.20.1)
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### Fixed
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- Turn groupColor field value into optional field codec by @jurrejelle in [#4593](https://github.com/GregTechCEu/GregTech-Modern/pull/4593)
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- Fix wrong argument check for 'redstone set #' placeholder by @FyreDrakon in [#4595](https://github.com/GregTechCEu/GregTech-Modern/pull/4595)
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- Fix ore vein consistency by sorting the cache by @jurrejelle in [#4602](https://github.com/GregTechCEu/GregTech-Modern/pull/4602)
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- Fix CR being displayed on CM when pasting text on windows by @TarLaboratories in [#4603](https://github.com/GregTechCEu/GregTech-Modern/pull/4603)
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## Version [v7.5.1](https://github.com/GregTechCEu/GregTech-Modern/compare/v7.5.0-1.20.1...v7.5.1-1.20.1)
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### Fixed
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- Fix access protection issue in netherite tools + lamprenderer issues by @jurrejelle in [#4579](https://github.com/GregTechCEu/GregTech-Modern/pull/4579)
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## Version [v7.5.0](https://github.com/GregTechCEu/GregTech-Modern/compare/v7.4.1-1.20.1...v7.5.0-1.20.1)
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### Added
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- 7.4.x Haze small fusion ctm tweaks bc it was bothering me by @HazeVista in [#4432](https://github.com/GregTechCEu/GregTech-Modern/pull/4432)
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- Add option to display temperatures in Celsius by @TarLaboratories in [#3839](https://github.com/GregTechCEu/GregTech-Modern/pull/3839)
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- Spray cans with AE2 IColorableBlockEntity support by @zetrock1 in [#4264](https://github.com/GregTechCEu/GregTech-Modern/pull/4264)
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- Rework machine copy/paste card to support copying pipes, covers, cover settings, and more machine settings by @gustovafing in [#4272](https://github.com/GregTechCEu/GregTech-Modern/pull/4272)
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- Add Hotkey for StepAssist by @zetrock1 in [#4291](https://github.com/GregTechCEu/GregTech-Modern/pull/4291)
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- Add HV, IV screwdriver and chainsaw by @zetrock1 in [#4310](https://github.com/GregTechCEu/GregTech-Modern/pull/4310)
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- Jade battery provider by @zetrock1 in [#4317](https://github.com/GregTechCEu/GregTech-Modern/pull/4317)
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- Add CC: Tweaked peripheral for ghost programmed circuit by @blockninja124 in [#4468](https://github.com/GregTechCEu/GregTech-Modern/pull/4468)
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- Trinium spring by @zetrock1 in [#4470](https://github.com/GregTechCEu/GregTech-Modern/pull/4470)
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- Output bus filtering by @zetrock1 in [#4337](https://github.com/GregTechCEu/GregTech-Modern/pull/4337)
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- Allow rendering other modules from placeholders by @TarLaboratories in [#3900](https://github.com/GregTechCEu/GregTech-Modern/pull/3900)
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- Add gem slurry from purified ore recipes by @SpicyNoodle5 in [#4413](https://github.com/GregTechCEu/GregTech-Modern/pull/4413)
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- Recipe Fail Reason Display by @illuciaz23 in [#4487](https://github.com/GregTechCEu/GregTech-Modern/pull/4487)
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- Add biomeTag recipe condition by @chloecat34 in [#4419](https://github.com/GregTechCEu/GregTech-Modern/pull/4419)
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### Fixed
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- Fix overwriting FOV when on concrete by @zetrock1 in [#4446](https://github.com/GregTechCEu/GregTech-Modern/pull/4446)
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- Stop placeholder execution when an exception is encountered by @TarLaboratories in [#4455](https://github.com/GregTechCEu/GregTech-Modern/pull/4455)
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- Fix tank valve info by @zetrock1 in [#4454](https://github.com/GregTechCEu/GregTech-Modern/pull/4454)
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- Fix voltage display by @illuciaz23 in [#4462](https://github.com/GregTechCEu/GregTech-Modern/pull/4462)
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- Fixed Multi Smelter texture again. by @Conity723 in [#4469](https://github.com/GregTechCEu/GregTech-Modern/pull/4469)
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- Terminal tooltip change to ensure consistent terminology by @HazeVista in [#4458](https://github.com/GregTechCEu/GregTech-Modern/pull/4458)
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- Only allow http and https by @TarLaboratories in [#4457](https://github.com/GregTechCEu/GregTech-Modern/pull/4457)
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- Add check to not cache invalid recipes by @jurrejelle in [#4486](https://github.com/GregTechCEu/GregTech-Modern/pull/4486)
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- Remove BlockEntity Check in MinerLogic by @lilpaladin1 in [#4488](https://github.com/GregTechCEu/GregTech-Modern/pull/4488)
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- Fix autogenerating mortar recipes by @jurrejelle in [#4498](https://github.com/GregTechCEu/GregTech-Modern/pull/4498)
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- Replace mandatory air with any in blast chiler structure by @jurrejelle in [#4502](https://github.com/GregTechCEu/GregTech-Modern/pull/4502)
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- Fix CME with parts and partpositions when calling getParts in addedToController by @jurrejelle in [#4505](https://github.com/GregTechCEu/GregTech-Modern/pull/4505)
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- Fix missing/invalid pipe model issues by @screret in [#4530](https://github.com/GregTechCEu/GregTech-Modern/pull/4530)
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- Fix bug in NBTPredicateIngredient serializer by @Mqrius in [#4536](https://github.com/GregTechCEu/GregTech-Modern/pull/4536)
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- Fix dust disassembly recipes by @TarLaboratories in [#4456](https://github.com/GregTechCEu/GregTech-Modern/pull/4456)
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- Fix pipes missing break particle textures by @screret in [#4533](https://github.com/GregTechCEu/GregTech-Modern/pull/4533)
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- Simplify material block models and fix issues they had with shaders by @screret in [#4532](https://github.com/GregTechCEu/GregTech-Modern/pull/4532)
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- Fix pipes' block break animation being the wrong shape by @screret in [#4543](https://github.com/GregTechCEu/GregTech-Modern/pull/4543)
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- Fixed tooltip order for Large Assembler by @HazeVista in [#4552](https://github.com/GregTechCEu/GregTech-Modern/pull/4552)
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- Match Painted Output Busses to Painted Input Busses by @DilithiumThoride in [#4273](https://github.com/GregTechCEu/GregTech-Modern/pull/4273)
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- Improve bedrock vein randomness by @Gaider10 in [#4574](https://github.com/GregTechCEu/GregTech-Modern/pull/4574)
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### Changed
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- Two-Phase Recipe Addition System by @TechLord22 in [#3981](https://github.com/GregTechCEu/GregTech-Modern/pull/3981)
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- Correction and update of the new uk_ua by @MetenBouldry in [#4452](https://github.com/GregTechCEu/GregTech-Modern/pull/4452)
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- Use Generic Builder pattern for MachineBuilder by @jurrejelle in [#4422](https://github.com/GregTechCEu/GregTech-Modern/pull/4422)
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- Distribute display voltage logic to machine implementations by @toapuro in [#4459](https://github.com/GregTechCEu/GregTech-Modern/pull/4459)
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- DFS stack-based recipe lookup implementation by @jurrejelle in [#3986](https://github.com/GregTechCEu/GregTech-Modern/pull/3986)
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- Pipe model rework by @screret in [#4283](https://github.com/GregTechCEu/GregTech-Modern/pull/4283)
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- Remove muffler hatch requirement from Large Distillery by @GirixK in [#4195](https://github.com/GregTechCEu/GregTech-Modern/pull/4195)
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## Version [v7.4.1](https://github.com/GregTechCEu/GregTech-Modern/compare/v7.4.0-1.20.1...v7.4.1-1.20.1)
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### Added
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---
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title: The Central Monitor & Placeholder System
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---
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### The Central Monitor
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The Central Monitor is a multiblock that allows you to insert modules into it to render images and text.<br>
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Images update every 120 seconds, text update rate depends on the voltage provided to the multiblock.
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Guide on how to use the central monitor:
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1. Right-click the controller
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2. In the UI, you will see a grid of monitors, the controller, energy hatch and (optionally) a data hatch
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3. Select some of the monitors (in any configuration) by left-clicking on them
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4. Click the "Create group" button
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5. You should see a group appear on the left of the UI, click on it to select all monitors in that group, click again to unselect
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6. Click on the gear icon next to the name of the group you want to edit
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7. A UI with a single slot should open, put a module into that slot (while it is possible to put a stack of modules in, that does literally nothing)
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8. If it's a text/image module a new field should appear, where you can enter some text (for image it'll be a single line for a URL)
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9. Once you've entered your text, click on the green checkmark below the slot, that will save the text you entered
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10. Click on the gear icon next to the group you're editing to go back to the main menu
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11. You should see the text/image on the Central Monitor
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To remove a group, select it and click "Remove from group". To remove a single monitor from a group select only it and click "Remove from group".
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You cannot add monitors to a group after it has been created. Image dimensions are determined by the left-up corner of the group and the right-down corner,
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the blocks between them have to be in the same group. The text module will only display text on monitors of its group.
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!!! warning "The image module is a bit buggy, so the image may not appear immediately"
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### Text Module
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You may have noticed that the text module has a number input in its UI. It is the text scale, where 1 represents a line height of 1/16th of a block.
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You may have also noticed that the text module has some additional slots on the left.
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Those are referenced by placeholders, you can put any item in them. Most placeholders also need a target block to work. To select a target for your monitor group,
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in the main UI of the controller select the group, right-click the block you want to target and click "Set target". You may want to target a block that is not in the
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central monitor, to do that you have to use a Wireless Transmitter Cover. Place it on the block you want to target and right-click it with a data stick. Then put that
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data stick into a data hatch in the Central Monitor multiblock. If you select the data hatch as a target, you will see a new number field appear. Enter the number of the
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slot your data stick is in and click "Set target". The target will be set to the block the Wireless Transmitter Cover is on. It can work cross-dimensionally.
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!!! note "For the Computer Monitor Cover, the targeted block is always the block it's placed on."
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### Placeholders
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Placeholders can be used by players in the monitor text module, or in the computer monitor cover (though a bit more limited).
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For example, a player may write something like this in a text module:
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```
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Hello on day {calc {tick} / 20000}!
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Current energy buffer: {formatInt {energy}}/{formatInt {energyCapacity}} EU\
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{if {cmp {energy} < 5000000} {color red "\nLOW ENERGY!"}}
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Here's some random stuff:
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{repeat 5 {repeat {random 2 10} {block}}
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```
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And something like this would be displayed:
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```
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Hello on day 420!
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Current energy buffer: 4.2M/6.9M EU
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LOW ENERGY!
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Here's some random stuff:
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███████
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██
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█████
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████
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██████████
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```
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This system is turing-complete (i.e. if the player really wanted to play Doom on the Central Monitor, they could).<br>
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All placeholders work on strings (or, more specifically, `Component`s to allow text formatting), so when you write `{calc {calc 2 + 4} * 3}`,
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first `{calc 2 + 4}` will be evaluated into `6`, then it will be converted to a string and back to an int, and then it will be passed into the second placeholder
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to evaluate `{calc 6 * 3}` into `18`, which will be turned into a string again. That also allows for things like `{calc 3 + 1}2`, which will evaluate into `42`,
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since outside of placeholders text is simply concatenated. Placeholder arguments are separated by spaces, which may be a bit annoying, when wanting to pass a string
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with a space into a placeholder, for example `{if 1 string with spaces}`, which will cause an error. In these cases, double quotes can be used: `{if 1 "string with spaces"}`
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will work perfectly fine. There are placeholders that need reference items, to achieve that, there are 8 slots in the text module's UI on the left.
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Items can be inserted/extracted from these slots automatically using the `ender` placeholder by interacting with Ender Item Links.<br>
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!!! tip "The full list of placeholders with explanations on what they do and usage examples can be found in-game in the text module or computer monitor UI on the left."

docs/content/Gameplay/Logistics/Machines.md

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Buses and Hatches can accept automated import or export from other sides, so long as something else is causing it.
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### Distinct, Painted, and Filtered Inputs and Outputs
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Under normal circumstances, **all** input Buses and Hatches and on a multiblock machine will be checked for recipe
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inputs, and all output buses and hatches will be used to place recipe outputs. However, this can lead to unwanted behavior
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where a user wants a single machine to do multiple recipes, but the ingredients to those recipes can conflict and be used
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to run an unwanted third recipe. Additionally, when a machine is being used like this, the output bus/hatch to which
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produced items/fluids are delivered is chosen somewhat arbitrarily, making it difficult or unwieldy to plan pipes to carry
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specific output products away.
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GTM offers three tools for this problem: Fluid Hatch Filter Locking, Distinct Buses and Painted Buses/Hatches.
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* Fluid Hatch Filter Locking is a simple system for resolving the problem of deciding what output hatches receive what
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produced fluids. Using the same interface as a Super Tank, a Fluid Output Hatch can have its current contained fluid
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Locked, meaning that only that fluid will ever be placed in it; or the Hatch can be pre-emptively locked to a fluid by
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dragging that fluid from JEI/EMI into the Hatch's output slot.
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* Filter Locking only works with standard *single* fluid hatches, and cannot be done to the higher-tier Quadruple or
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Nonuple Fluid Hatches. (However, those Hatches also cannot contain a single fluid in more than one slot, so they do
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still allow for some degree of output separation when used with Quadruple or Nonuple Fluid Pipes.)
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* Distinct Buses is a toggle used on Input Buses (not Hatches), which causes the machine to look at this bus as being
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separate from all other Distinct Buses. (One distinct bus has no meaning, but two distinct buses on one machine will
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cause the machine to search each distinct bus separately).
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* Painted Buses/Hatches are hatches which have been Painted using a can of spray paint. Input Buses/Hatches which have been
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Painted in the same color are looked at together by the machine searching for recipe inputs, but any items/fluids stored
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in buses/hatches with a different color are not used for the search. The isolation works the same as for Distinct Buses,
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but it allows for multiple buses/hatches to be searched together as a group.
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* Prior to version 7.5.0, painting **Output** Buses/Hatches had no effect. Version 7.5.0 introduced machines pairing their
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Painted Outputs to their Painted Inputs, such that if a recipe pulls items from a Painted Input, it can only output the
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products of that recipe to a Painted Output of the same color (or an unpainted output).
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* Buses and Hatches that are not painted, or not set to Distinct, are always fair game for the machine - Distinct and
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Painted Inputs can always pull from other non-distinct and non-painted inputs; and recipes that used ingredients from
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Painted Inputs can always send their products to non-painted outputs.
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## Passthrough Hatches and the Cleanroom
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The Cleanroom is a unique multiblock with unique restrictions. Because the Cleanroom must have solid walls, pipes, cables,
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and inventories outside cannot directly connect to machines inside. For this purpose, Passthrough Hatches exist.

docs/content/Modpacks/Changes/v7.4.0.md

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`roll(RecipeCapability<?> cap, List<Content> chancedEntries, ChanceBoostFunction boostFunction, int recipeTier, int chanceTier, Object2IntMap<?> cache, int times)`
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(The chance roll function now also requires the RecipeCapability that is currently being processed to be passed in.)
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