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Add Material Working Tier #2429
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woah. |
src/main/java/gregtech/loaders/recipe/handlers/PartsRecipeHandler.java
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src/main/java/gregtech/loaders/recipe/handlers/PartsRecipeHandler.java
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// below a full amp but still increasing the tier. For instance, 24 EU/t with working tier of MV would become | ||
// 96 EU/t rather than 120 EU/t with this logic. | ||
while (voltage <= GTValues.V[workingTier - 1]) { | ||
voltage *= 4; |
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Should this check for int overflow before multiplying?
As to answer your questions: I do agree with TechLord22 that ULV should be supported as a tier, for no other reason than that there isn't a reason not to give developers a way to autogen recipes under 8 EU/t. |
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- Enable ULV working tier - Apply to gem crystallization
Adds a "working tier" field to all materials, which specifies the minimum voltage that any given working recipe (extruding, bending, solidifying, fluid extracting, wiremilling, etc.) should be. Currently this is just an API, as no materials specify anything above default. The field is publicly accessible and settable for existing materials by addons, groovyscript and crafttweaker, as well as for new materials in a material builder call.
Rather than blindly setting the voltage for carefully chosen EU/t recipes (like the bender being 24 EU/t) to the VA[tier] value, it attempts to scale the voltage to the appropriate adjusted amount at the provided tier. Examples:
Additionally, any material with a working tier above HV will no longer generate manual recipes for parts, such as using a Hammer to craft 2 ingots into plates or a File to craft an ingot into a rod.
Open questions on whether these should receive working tier scaling:
As an additional larger question: should this feature include polarizing to remove our special cases for Neodymium (HV polarizer) and Samarium (IV polarizer)? Or should these continue to be special cases so that they do not need to also gain higher voltage working recipes apart from polarizing?