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Copy file name to clipboardExpand all lines: docs/content/Addons/Materials-and-Elements/Material-Creation.md
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@@ -27,39 +27,39 @@ public static final Material MyCustomMaterial = new Material.Builder(ExampleMod.
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You can change the properties of the material by adding any combination of the following builder options:
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-`.ingot()`will make the material have both an ingot and dust form.
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-`.ingot()`-> Makes the material have both an ingot and dust form.
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-`.dust()`will make the material have only a dust form, and no ingot. Don't use this together with `.ingot()`.
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-`.dust()`-> Makes the material have only a dust form, and no ingot. Don't use this together with `.ingot()`.
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-`.gem()`will make the material have both a gem form and a dust form, but no ingot. Don't use those together with `.dust()` or `.ingot()`
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-`.gem()`-> Makes the material have both a gem form and a dust form, but no ingot. Don't use those together with `.dust()` or `.ingot()`
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-`.liquid()`will make the material have a liquid (fluid) form with liquid properties.
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-`.liquid()`-> Makes the material have a liquid (fluid) form with liquid properties.
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-`.gas()`will make the material have a gas (fluid) form with gas properties.
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-`.gas()`-> Makes the material have a gas (fluid) form with gas properties.
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-`.plasma()`will make the material have a plasma (fluid) form with plasma properties.
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-`.plasma()`-> Makes the material have a plasma (fluid) form with plasma properties.
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-`.polymer()`will make the material have a dust form with polymer properties. Additionally dusts of polymer materials are called pulps instead in-game
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-`.polymer()`-> Makes the material have a dust form with polymer properties. Additionally dusts of polymer materials are called pulps instead in-game
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-`.burnTime(int burnTime)`will turn the material into a furnace fuel.
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-`.burnTime(int burnTime)`-> Turns the material into a furnace fuel.
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-`.fluidBurnTime(int burnTime)`defines how long the fluid of the material will burn in a generator
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-`.fluidBurnTime(int burnTime)`-> Defines how long the fluid of the material will burn in a generator
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-`.components(Material component1, Material component2, ...)`describes the composition. The components are a list of elements of the following form: `Material material, int amount`, where `K` is a positive integer.
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-`.components(Material component1, Material component2, ...)`-> Describes the composition. The components are a list of elements of the following form: `Material material, int amount`, where `K` is a positive integer.
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-`.iconSet(MaterialIconSet iconSet)`gives the material an icon set. Read more about icon sets [here](Material-Icon-Sets-And-Types.md)
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-`.iconSet(MaterialIconSet iconSet)`-> Sets the MaterialIconSet. Read more about icon sets [here](Material-Icon-Sets-And-Types.md)
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-`.color(int colorCode)`gives the material a color. The color must be provided as a hex value in the following form: `0xNNNNNN`, where `N` are digits.
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-`.color(int colorCode)`-> Gives the material a color. The color must be provided as a hex value in the following form: `0xNNNNNN`, where `N` are digits.
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-`.secondaryColor(int colorCode)`gives the material a secondary color. If this is not being called, the secondary value will default to white(0xffffff).
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-`.secondaryColor(int colorCode)`-> Gives the material a secondary color. If this is not being called, the secondary value will default to white(0xffffff).
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-`.flags(MaterialFlag flag1, MaterialFlag flag2, ...)`can be used to select certain properties of the material, like generating gears, or disabling decomposition.
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-`.flags(MaterialFlag flag1, MaterialFlag flag2, ...)`-> Can be used to select certain properties of the material, like generating gears, or disabling decomposition.
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-`.element(Element element)` -> similar to `.components()`, but is used when the material represents an element.
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-`.element(Element element)` -> Similar to `.components()`, but is used when the material represents an element.
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-`.rotorStats(int speed, int efficiency, float damage, int durability)` -> this will create a turbine rotor from this material.
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-`.rotorStats(int speed, int efficiency, float damage, int durability)` -> Creates a turbine rotor from this material.
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-`.blastTemp(int temp)`is meant to be paired together with `.ingot()`. Will generate a EBF recipe (and an ABS recipe) based on the parameters you give it:
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-`.blastTemp(int temp)`-> Meant to be paired together with `.ingot()`. This will generate a EBF recipe (and an ABS recipe) based on the parameters you give it:
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1.`temp` -> dictates what coil tier it will require (check the coil tooltips for their max temperature).
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If the temperature is below 1000, it will also generate a PBF recipe.
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If temperature is above 1750, a hot ingot will be generated, this requiring a Vacuum Freezer.
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-`.addOreByproducts()`
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-`.cableProperties()` generates wires and cables(if material is not a superconductor). The following parameter sets can be given:
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1. Voltage, amperage, loss per block
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2. Voltage, amperage, loss per block, is superconductor -> for a super conductor, set loss as 0 and is super conductor as true
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3. Voltage, amperage, loss per block, is super conductor, critical temperature
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-`.cableProperties()` -> Generates wires and cables (if material is not a superconductor). See [cable property](Material-Properties.md#cable-property)
Copy file name to clipboardExpand all lines: docs/content/Addons/Materials-and-Elements/Material-Icon-Sets-And-Types.md
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@@ -3,11 +3,13 @@ title: Icon Sets and Icon Types
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---
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# Icon Sets
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##Icon Sets
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The material system uses icon sets to determine the textures of generated blocks and items. Each icon set contains an icon type which is the texture applied for a specific item. For example, the denes plate for a custom material could have the `METALLIC` icon set, and since its TagPrefix is `plateDense`, it would have the`plateDense` icon set applied to it. The path for the texture applied would be `assets/gtceu/item/material_sets/metallic/plate_dense.png`
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The material system uses icon sets to determine the textures of generated blocks and items. Each icon set contains icon types, which are the textures applied for a specific [TagPrefix item](TagPrefixes-and-the-power-of-.setIgnored().md#).
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## Available Icon Sets
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For example, the dense plate item for a custom material could have the `METALLIC` icon set, and since its TagPrefix is `plateDense`, it would have the `plateDense` icon type from the `METALLIC` icon set applied to it. The path for the texture applied would be `assets/gtceu/item/material_sets/metallic/plate_dense.png`
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### Available Icon Sets
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The following icon sets are available by default:
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`MaterialIconSet()` can have the following additional parameters:
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-`MaterialIconSet parentIconset` -> Specify an icon set to inherit missing textures from. Useful if you want to only add a couple of icon types to an icon set, and use preexisting icon types for the rest of the set. All of GregTech's material icon sets inherit another icon set, excluding `DULL`, `METALLIC`, `FINE`, and `FLUID`. By default, this is `DULL`
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-`boolean isRootIconset` -> specify whether this icon set is a root icon set ie it has no parent icon sets. Any missing textures will not inherit a texture from the parent icon set, and will be a null texture.
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# Icon Types
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##Icon Types
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Icon types are the textures used for TagPrefix item such as dusts, plates, rods, etc. Each icon type belongs to an icon set.
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Icon types are the textures used for TagPrefix items such as dusts, plates, rods, etc. Each icon type belongs to an icon set.
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## Available Icon Types
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###Available Icon Types
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The following icon types are available by default:
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`MaterialIconSet()` can have the following additional parameters:
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-`MaterialIconSet parentIconset` -> specify an icon set to inherit missing textures from. Useful if you want to only add a couple of icon types to an icon set, and use preexisting icon types for the rest of the set. All of GregTech's material icon sets inherit another icon set, excluding `DULL`, `METALLIC`, `FINE`, and `FLUID`
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-`boolean isRootIconset` -> specify whether this icon set is a root icon set ie it has no parent icon sets. Any missing textures will not inherit a texture from the parent icon set, and will be a null texture.
Copy file name to clipboardExpand all lines: docs/content/Addons/Materials-and-Elements/Material-Properties.md
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@@ -59,15 +59,15 @@ The full list of material properties and their related attributes is too expansi
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3. Sets the Vacuum Freezer recipe to run at 120 EU/t for 50 seconds
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4. Returns 1700K (as a long)
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## `DustProperty#dust`
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## `DustProperty`
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-`.dust(int harvestLevel, int burnTime)` -> Used for creating a material with a dust
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1. (optional) `int harvestLevel` -> Sets the harvest level for the material's ore and other related
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2. (optional) `int burnTime` -> Sets the material to a furnace fuel and its burn time as well
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!!! warning
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Using `.dust()` throws an `IllegalArgumentException` if a `DustProperty` has already been added to this Material from another source
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## `Fluid Pipe Property`
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## `FluidPipeProperties`
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-`.fluidPipeProperties(int maxTemp, int throughput, boolean gasProof, boolean acidProof, boolean cryoProof, boolean plasmaProof)` -> Creates a fluid pipe from this material
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1. `int maxTemp` -> The maximum temperature of fluid that this pipe can handle before breaking the pipe and voiding fluids.
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2. `int throughput` -> The rate at which fluid can flow through this pipe.
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5. (optional) `boolean cryoProof` -> Allow this pipe to hold cryogenic fluids (below 120K). If false, the pipe will break and void all fluids.
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6. (optional) `boolean plasmaProof` -> Allow this pipe can hold plasmas. If false, the pipe will break and void all fluids. Plasma-capable pipes do not care about temperature.
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## `Item Pipe Property`
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## `ItemPipeProperties`
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-`.itemPipeProperties(int priority, int stacksPerSecond)` -> this will create an item pipe from this material
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1. `int priority` -> Priority of this Item Pipe, used for the standard routing mode.
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2. `int stacksPerSecond` -> How many stacks of items can be moved per second (20 ticks).
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## `Rotor Property`
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## `RotorProperty`
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-`.rotorStats(int power, int efficiency, float damage, int durability)` -> this will create a turbine rotor from this material
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1.`int power` -> EU/t generated by the turbine when equipped with this rotor. This output varies depending on speed of turbine and rotor holder.
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2.`int efficiency` -> Rate of consumption of provided fuel. The more efficient the rotor, the less fuel consumed per cycle. Actual efficiency can be calculated using the formula `rotorEfficiency * holderEfficiency / 100`
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- .cableProperties(long voltage, int amperage, int lossPerBlock, boolean isSuperconductor)
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- .cableProperties(long voltage, int amperage, int lossPerBlock, boolean isSuperconductor, int criticalTemperature)
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1.`long voltage` -> The voltage tier of this Cable. Should conform to standard GregTech voltage tiers.
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2.`int amperage` -> The amperage of this Cable. Should be greater than zero.
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3.`int loss` -> The loss-per-block of this Cable. A value of zero here will still have loss as wires.
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4. (optional) `boolean isSuperconductor` -> Whether this Material is a Superconductor. If so, cables will NOT be generated and wires will have zero cable loss.
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5. (optional) `int criticalTemperature` -> NYI. Temperature below which the superconductor functions without cable loss.
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## Fluid Properties
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## FluidProperty
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### `Fluid Block Property`
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- Add `.block()` into the builder of a liquid material to allow this material to be placeable.
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## `Ingot Property`
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-`.polarizesInto(string newMaterial)`
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-`string newMaterial` -> Is what is obtained through polarizing the material.
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-`.arcSmeltInto(string newMaterial)`
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-`string newMaterial` -> Is what is obtained through arc smelting the material.
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-`.macerateInto(string newMaterial)`
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-`string newMaterial` -> Is what is obtained through macerating the material.
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-`.ingotSmeltInto(string newMaterial)`
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-`string newMaterial` -> Is what is obtained when smelting a material's ingot.
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## `Ore Property`
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## `IngotProperty`
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-`.polarizesInto(String newMaterial)`
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-`String newMaterial` -> Is what is obtained through polarizing the material.
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-`.arcSmeltInto(String newMaterial)`
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-`String newMaterial` -> Is what is obtained through arc smelting the material.
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-`.macerateInto(String newMaterial)`
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-`String newMaterial` -> Is what is obtained through macerating the material.
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-`.ingotSmeltInto(String newMaterial)`
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-`String newMaterial` -> Is what is obtained when smelting a material's ingot.
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## `OreProperty`
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-`.addOreByproducts()` is an "open" list of extra byproduct materials.
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1. Is the material when going crushed -> impure in macerator, or impure dust to dust in centrifuge
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2. Is the material when going crushed->refined in thermal centrifuge, or crushed to dust in macerator, or pure dust to dust in centrifuge
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3. Is the material when going from refined to dust in macerator,
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4. Is the material when going from crushed ore to purified or in chem bath(works only if you have a getWashedIn material)
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-`.washedIn(string fluid)`
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-`string fluid` Is what fluid it uses for if it has the ore prop and is making crushed->refined. For example, the sodium persulfate and mercury ore washing recipes.
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-`.washedIn(String fluid)`
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-`String fluid` Is what fluid it uses for if it has the ore prop and is making crushed->refined. For example, the sodium persulfate and mercury ore washing recipes.
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-`.separatedInto(list material)`
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-`list material` Is the list of materials that are obtained when processing purified dusts in the centrifuge.
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-`.oreSmeltInto(string material)`
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-`string material` Is what is obtained through directly smelting the ore.
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-`.oreSmeltInto(String material)`
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-`String material` Is what is obtained through directly smelting the ore.
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