Skip to content

Releases: HbmMods/Hbm-s-Nuclear-Tech-GIT

neither snow nor rain

15 Apr 11:35
Compare
Choose a tag to compare

Addendum to yesterday's release: Batteries work like cables now, so they can connect cables attached to both sides into one network. For true network splitting, use diodes.

Fixed

  • Fixed battery connection priority being broken, all battery blocks present during the previous updates will now have their priority default to LOW
  • Fixed batteries sometimes ending up transferring themselves, wasting their entire receiving and sending speed on doing effectively nothing
    • Energy tracking is still a bit flakey so there could be issues that remain with buffer mode batteries, however the transfer caps should mitigate most potential issues

MD5: 3b23242f6ce0fbab3c20ee491f98f586
SHA1: da2a7a0baf3451bb01512d951fa1623650d98cbd

this is the last time i'm redoing the energy system

14 Apr 19:33
Compare
Choose a tag to compare

The new power network

The entire energy transfer system has been rewritten which should hopefully fix a few things

  • Energy should no longer be voided (at least voiding is minimized due to timeouts for unloaded receivers)
  • Transfers should be way less resource intensive, as the expected iteration count is now max(providers, receivers) instead of providers * receivers

The new system should respect priorities and diodes just like the old system did. Batteries still have their original three priority settings, diodes got two additional modes: LOWEST and HIGHEST.
A bunch of tests have been done using the most important machines, however not all machines that had to be changed for the new system have been fully tested. Expect some things to not work, in which case please file a bug report on the issues board.
Just like with the old system, grids going though unloaded chunks should still work so long as the endpoints are loaded. Grids should be less janky when changing while having unloaded parts, which is likely the main cause for energy voiding.
The system can potentially support saving to the world, i.e. keeping unloaded grids functional even after the entire world is unloaded, although the functionality hasn't been implemented yet.

Added

  • New medium sized electricity pylons
    • Come in wood and steel flavor
    • The regular ones don't connect to cable blocks, the variants with transformers do (i.e. they act like substations for huge pylons)

Changed

  • Updated russian localization
  • Condensers now need cast plates instead of welded plates
  • Tweaked the substation recipe, it now yields two substations
  • There is now a config option for steam clouds from cooling towers
  • Nuclear explosions no longer play thunder and explosion sounds in a loop, instead they play one singular sound once the shockwave passes the player
    • The HUD shake is now also synced up with the shockwave
    • In addition to the HUD shake, there is one brief screen shake, the same used for mini nukes (although it ends up being more subtle because your screen is most likely covered in shockwave dust)
    • The HUD shake is now 3x more intense, but also only 1.5s long (instead of 5) making it snappier

Fixed

  • Changed the translation keys for bolts, pipes and shells to avoid naming conflicts
  • Fixed glpyhid scout rampant mode spawning not working correctly
  • Fixed nuclear explosions petrifying fallout layers, turning them into full sellafite blocks
  • Fixed drones not getting used up when placed in survival mode

MD5: f5a28a87f523dded581dc619d347bedc
SHA1: 17b9227dc37e92b46c534882d1b2ff8f8afe1d08

NTM, now even betterer

01 Apr 11:11
Compare
Choose a tag to compare

The Good Edition™

Over the years, there's been plenty of games that I had some issue with, but I have been told that it wasn't because it's the game which had a flaw, but rather it was me who is stupid and wrong and stupid. In an effort to making NTM as good as possible, I have now decided to seek out these parts of games that are guaranteed to be good (I wouldn't know, I'm stupid and wrong) and add them to NTM!

  • All mobs now have a damage threshold of 2 hearts. Players however now take 2 hearts extra damage from all sources, even ones that otherwise would not deal any damage (bypasses most armor protection).
  • Players now have a 10% chance of taking hard damage, hard damage removes 10% of their max life which cannot be regenerated
  • Players now have a constant chance of randomly exploding. There is no way of preventing this and it will just happen no matter what
  • The player might find themselves inn a random bullet hell situation in regular intervals
  • Anti tank mines now have a 25% chance of spawning per chunk
  • Guide books have been removed, read the wiki, dipshit
  • RBMKs are now gated behind hardcore mode. RBMKs can still be built and operated, however without hardcore mode, the fuel rods will never deplete, and heat will not propagate between RBMK parts, preventing them from cooling
  • Most ammo types are now uncraftable, you will have to make do with the meager amounts you can find in the world
  • Hostile mobs will no longer exist on difficulties below hard, effectively only creating two difficulty options, piss easy and ball crushing
  • Glyphids no longer have a spawn delay, even on difficulty options where they can't exist. Enjoy the lag!
  • Bugs are now near-invincible. Makes every encounter a challenge!
  • NEI integration has been removed. Handholding the player is bad, people should be smart enough to figure things out on their own
  • More mask men. Random bosses with no spawn condition are cool!
  • Servers will now randomly crash
  • Beds now have 25 million RAD/s, making them effectively unusable in survival play. You may only respawn at your spawn point or in beds spawned in structures, this is to make you lament every death and give you plenty of time to think about what went wrong as you drag your ass back to your death point or some bullshit

my eyes and ears are bleeding but we keep crushin' crushin'

31 Mar 21:06
Compare
Choose a tag to compare

Added

  • PWR Heatsink
    • Increases the core heat capacity by 5% per block
    • Makes cooling channels and heat exchangers slightly less effective (each heatsink counts as one quarter of a fuel rod in the heat calculation)

Changed

  • All launch pad blocks can now accept items, not just ports
  • Removed the old watz pellets and titanium filter
  • Removed copper panels, cast copper plates now take its place in most use-cases
  • Removed generator bodies and rotors, recipes use 6 dense gold wires per generator instead
  • Removed reinforced turbine shafts, most turbines now use HSS pipes instead
  • Removed the steam batteries (why did we even have those?)
  • Removed some old remap items (from back when the ZIRNOX rods got remapped)
  • Large and small shells have been merged into a single item which uses material autogen
    • A copper variant for shells has been added which is used for artillery shells
    • Shells are now only directly craftable via anvil, however they can be cast using the crucible as well
  • Most instances of the expensive steel pipes as well as the decorative pipes which need tons of microcrafting have been replaced with a new pipe item
    • The new pipes also use autogen, being available in different materials
    • Some of the recipes that used the small shells now use pipes instead
  • Tenfolded the throughout of powered condensers
  • Regular and combo filters now work for blistering agents (like mustard gas or air pollution)
  • Wires now render two faces instead of one, making them appear equally thick from any viewed angle
  • Slag taps can now be toggled and filtered
  • Foundry channels now have twice the throughput (2 ingots)
  • RBMK ReaSim and steam connectors now have tooltips explaining how they work, as there is no other ingame documentation on them

Fixed

  • Fixed crash caused by invalid default loot pool configuration
  • Fixed enchantment glint not rendering on upscaled items like certain swords or tier 2 pickaxes
  • Fixed wire connections becoming invisible when pointing straight down, wires should now rotate correctly
  • Fixed connection issue allowing channels to output into slag taps sideways
  • Fixed the strand caster sometimes voiding small amounts of material

MD5: c0eefce7b35389fb127ac3ab1f55a949
SHA1: 55f83cf3a8d771b059f6ccbcf09c2bef3398f93f

one horrific bug, coming right up

25 Mar 13:43
Compare
Choose a tag to compare

Changed

  • Glyphid hive treasures, hive bone piles and bottlecap stashes now have configurable item pools
  • Adjusted glyphid hive treasures, there's now more variety
  • Launch code pieces can now be found in the "expensive" loot pool with low chance
  • Removed Brandon

Fixed

  • Fixed satellite item pool not being registered, resulting in satellites only delivering things from the backup pool
  • Fixed drill bits not correctly setting the tier when customizing a bedrock ore
  • Fixed debugging display showing glyphid damage still being in the game

MD5: fb3ab2987394b97d1b7a617c775883d8
SHA1: 527b3b9a63170c6fed9f8ce07d34c53f8d85a41e

"this week i will finish the ICF" and other funny jokes you can tell yourself, volume VI

24 Mar 17:45
Compare
Choose a tag to compare

Added

  • More axes
    • Bismuth, volcanic, chlorophyte and mese tool materials now have axes
    • Axes also double as offensive weapons, being a lot more powerful than their pickaxe counterparts
  • Drainage pipe
    • Spills fluid, allowing to void up to 1.000mB per tick
    • Might slightly alter the landscape, depending on whether the fluid was poisonous
    • Viscous, flammable liquids cause oil spill blocks to appear
    • Not all liquids have the appropriate pollution stats yet, the system is still subject to change

Changed

  • After three quarters of a decade, three separate models, countless rebalances and hours of senseless yapping, the industrial generator has finally met its end. Suddenly, yet not unsurprisingly, on this here day the industrial generator has closed its eyes for the final time. It was a long and eventful journey, but as with all things in life, it too had to come to an end.
    • And this is why we can't ever have anything nice
  • Rebalanced glyphids
    • We'll see how it goes
    • Still prone to changes, there's still a few inconsistencies and some behavior has barely been tested it all, but I have consulted the almighty spreadsheet and it said "yeah it ok"
  • Did some spring cleaning
    • Removed cloud residue (looked horrible, allowed for weird dupes and made no sense overall)
    • Bottlecap blocks now use a single block ID and metadata instead of using one ID per type. This change however will delete all existing bottlecap blocks in the world
    • Removed the config option for silos (the option no longer works anyway since the new silos use the structure component system)
    • Finally removed the deaerator and the large shredder
    • Removed some of the ancient test blocks that haven't been needed in about 8 years
    • Removed all the siege blocks, since siege mode will never be finished anyway
    • Removed reinforced niter
    • Removed a few other minor things that won't be mentioned because nobody's gonna even notice their absence anyway
  • Retextured the laser detonator to look more like the old detonator, but keeping the 3D model
  • Bedrock ores can now be customized in creative mode. Using a drillbit sets the tier, a fluid container sets the borefluid requirement and any other item sets the resource.
    • The texture used is random, and the color applied is based on the auto detect system. The system doesn't work with layered items, so the resulting color won't be the same as naturally generated bedrock ore. The bedrock ore item in particular will always result in a white ore, no matter the type
  • The polluting fluid trait is now recognized by machines, which means that pollution amounts now depend on the fluid used, not the machine
    • This means that flare stacks are now significantly less polluting, assuming natural gas is burned
    • Flare stacks and barrels now also respect the spilling tag, which means that simply venting the gas may cause poison pollution
    • Hydrogen doesn't have the polluting tag, so hydrogen burning generators won't create soot anymore
  • Compressing blood no longer creates oil, rather it makes heavy oil (250mB)
  • Tier 2 pickaxes (bismuth and up) now use the large item renderer
  • Added the metal block material to the sellafite conversion list of nuclear explosions
  • Changed the mechanics for schottky particle diodes
    • Instead of randomizing directions, schottky diodes will now split particles into "virtual particles" which take mutliple paths at once
    • The particles will collapse as soon as the first virtual particle with a valid outcome reaches the end
    • This change allows branching accelerators to be made, where the particle will always take the shortest path necessary to complete the operation. In essence, it allows a single accelerator to do any recipe, without requiring to power the entire accelerator, as only the path of the finishing particle will use up energy.
  • The particle accelerator as well as the schottky particle diodes now have presentations explaining how they work
  • Loot pools are now configurable. Loot is divided into different categories, and structures may generate things from certain categories.
    • The config currently includes all items spawned in dungeon chests/crates/safes/lockers, excluding black book spawns, but also including the loot pool for red room pedestals
    • Also added satellites as configurable loot pools. Yay!
  • Pylons and wire connectors now use a texture instead of a solid colored wire
    • The cable model has been simplified, being only a single face instead of three faces stuck inside each other at weird angles
    • Cables now sag slightly more at long ranges
  • There are now configs for toggling the startup message as well as the guidebook
  • Cybercrab spawners will only start spawning as soon as a player is within 25 blocks of the spawner
  • Improved inventory shift-clicking for the FEL, assembler, chemplant, large mining drill, gas centrifuge, shredder and turbofan
  • Updated chinese localization

Fixed

  • WarTec should now be compatible again
  • Fixed the "Hold shift for more info" line appearing on fluid info when shift is held, and disappearing otherwise
  • Fixed smokestacks being able to void any fluid under certain conditions
  • Fixed the hydrotreater only using half as much crude oil per operation as it should
  • Fixed the old launchpad printing the wrong message when successfully launched via detonator
  • Oil spills should no longer save, fixing an issue where chunkloaded derricks would constantly spill oil entities into unloaded chunks, causing them to get stuck
  • Fixed schrabidium conversion happening outside the main crater instead of inside
  • Fixed wood burning generator creating smoke even if no power is being generated
  • Fixed one of the woodburner's ports being offset in certain orientations
  • Fixed fog caching causing weird behavior with the sky color change in response to crater biomes (or lack thereof)
  • Fixed "F1 for help" keybind not working on non-standard inventories such as the NEI item list
  • Fixed pylon wire rendering having incorrect corrdinates for brightness checks
  • Fixed dupe caused by shift clicking certain slots in the fusion reactor
  • Fixed snowglobe rendering lighting setup leak causing blocks rendered after them in inventory to not have correct lighting

"the bear and the bull and the bear and the bull" ~urethra or whatever his name was

05 Mar 20:28
Compare
Choose a tag to compare

Added

  • CRTs and toasters
    • Found in the new silo structure
  • Sentry turret "Edwin"
    • A broken down version of the sentry turret with infinite power and ammo
    • Also found in the new silos
  • Snowglobes
    • Will be found in structures in the future
  • Launch code piece
    • A rare drop from hostile mobs
    • 8 of them can be combined into launch codes, which are required to launch the missile found in the silo
    • Single-use
  • Launch key
    • The key is required to launch the missile found in the silo

Changed

  • Updated chinese localization
  • Tweaked super shotgun animations, added config for changing the animation style
  • The benelli now has reloading animations and the drum mag as advertised
  • Tom will now explode close to bedrock even when not hitting a block
  • The assembler recipe config now uses the same system as all other recipe configs, the file has moved into the hbmRecipes folder
    • Old files are still compatible if moved to the new folder, since the base structure of the recipe file is the same
    • Recipes should work as expected with the /ntmreload command
    • Recipes now have an optional list for specifying which template folder they are made in
  • Electrolyzing heavy water now has the same yields as regular water, I don't remember why this inconsistency existed and there was probably a reason for it but I don't care
  • Electrolyzing fluids now only takes 20 ticks instead of 60
    • Batch sizes for water and heavy water have been doubled, effectively increasing throughout 6x
    • The throughput for electrolysis on chemical plants has been halved (but heavy water still has the output buff, effectively remaining unchanged)
  • Custom machines now have an optional localization field which allows translations to be added within the config
  • The congo lake now has reload and better firing animations
  • Improved shift clicking for centrifuges, acidizers, electric furnace, arc furnaces and arc welders
  • Schrabidium transmutation by fallout is now limited to the inner 40% of the sellafite conversion radius
  • Fluid traits are now listed in a fixed order instead of being arranged randomly
  • Hidden fluid trait descriptions will now be added below the visible part of that trait instead of below the last visible trait
  • The methusalem turret no longer drops anything when broken
  • Gaseous fuels now have a combusion multiplier of 1.5 instead of 1.25
  • LPG now has half the base burn value, preventing an unreasonable jump in efficiency simply by liquefacting petroleum gas
    • While overall slightly less efficient that petroleum gas per unit of petroleum needed, LPG is still very much desirable due to being much easier to burn at max efficiency
    • Petroleum gas is now a viable alternative to LPG, yielding better results in the more expensive combined cycle gas turbine
  • The ZPE is no longer craftable in 528 mode
  • The silo structure has been remade. Instead of a concrete hole with a single small control room, it's now a much larger multi-level silo with a small bunker complex
    • The silo will spawn with the new large silo hatch, as well as a structure-only variant of the silo launch pad
    • The silo has a damaged version of the doomsday missile loaded, which can be launched using the launch code and launch key
    • The missile can be released from the launch position, which renders it inoperable. Repairing it will make it usable again, as well as increase the yield considerably
  • There is now a bauxite bedrock ore (spawn weight of 100, identical to iron) which yields 2 bauxite blocks per operation (equivalent to 4 aluminium ingots)
  • Solvent can now be made in the mixer from all four naphtha variants (standard naphtha, crack naphtha, coker naphtha and desulfurized naphtha)
  • Bats will no longer trigger landmines

Fixed

  • Fixed the structure toggle on the world creation screen not working correctly on most world types
  • Fixed antiknock having a broken sprite and localization
  • Fixed crash caused by fallout affecting spotlight blocks, crashing the game
  • Fixed 528 mode bedrock ore replacements not working
  • Fixed potential crashes with improperly configured custom machines
  • Fixed misspelling in the custom machine config template
  • Fixed custom machine item output not working with machines that have 0 input slots
  • Fixed rare earth bedrock ore using the spawn probability value from redstone bedrock ore

MD5: 7ab2ee26671908f71074c46b53789618
SHA1: 41ff637282ec39c0f733a0f7d673e90c90340029

1.0.27X4880

19 Feb 15:01
Compare
Choose a tag to compare

Changed

  • Updated chinese localization
  • Due to the HTR-01 being incompatible with the new launch pad, it is no longer craftable and is being retired
    • Any remaining rockets can be crafted into a Soyuz
  • All Soyuz launcher components now have double the yield in crafting recipes, making the launcher half as expensive
  • There is now a config for disabling fluid container oredict (i.e. anything with the "container" prefix) which also disables TrainCraft diesel compatibility
  • Silo structures now spawn with launch pads again
    • This is strictly speaking a progression skip since silo launch pads are post vacuum oil, the structure will be overhauled soon

Fixed

  • Fixed missile loading process being skipped when a new missile is inserted in the same tick as the launch pad is triggered
  • Fixed super shotgun's centered model causing it to permanently have the ironsights accuracy bonus
  • The shield bar now renders as part of the armor HUD (but still below it), which should fix the issue of the bar not rendering with Tinker's Construct installed for good
  • Fixed launch pad redstone interaction breaking after the first time the redstone state changes
  • Fallout layers now use the sand material, fixing an issue where grass blocks with fallout on top look snowy

MD5: 2b71ebbcc7ccda6497817359eafa9618
SHA1: cf6784b99cdce4fad0613bbd2d0fe86771e6f828

launch pads, thiccer missiles

18 Feb 17:33
358722c
Compare
Choose a tag to compare

Added

  • More custom machine parts
    • Custom machines now have a neutron acceptor which allows them to use flux from the breeding reactor in recipes
    • There is now a heat acceptor which can accept heat from things like fireboxes or electric heaters
    • Also added a config option to create pollution
  • Hydrotreater
    • Tier 3 oil machine (on the same level as vacuum oil and reforming)
    • Can de-sulfurize oil, which allows extraction of sour gas directly from crude oil
    • Using desulfurized oil skips the (rather destructive) desulfurization process of the standard refinery, yielding higher-quality oils
    • Hydrotreating also allows cracked diesel variants to turn into their normal counterparts
    • Can convert coal oil directly into coal gasoline
    • For people afraid that this means yet another oil expansion that they need to progress through, I can assure you that this machine is entirely optional
  • Rural house
    • A new structure of an old brick house
  • Industrial lighting
    • Three new lamps that project out a beam of light for more coverage
    • Cage lamps are made from tungsten filaments and project light by 2 additional blocks
    • Fluorescent lights are made from mercury and project light 8 blocks, they also connect with each other to form light strips
    • Halogen floodlights are made with bromine and cast a light beam 32 blocks long
    • Lights are on by default and can be toggled with redstone
    • Tritium lamps have also been retrofitted with longer range lighting, casting beams in all cardinal directions for 8 blocks
  • Launch pad
    • The standard launch pad is now a 9x9 platform that changes depending on what missile is loaded
    • Missiles now have to be fueled like they would need to be on custom missile launchers
    • The old launch pad has been renamed to silo launch pad and has kept the same rough shape
    • Launch pads can still receive missiles from hoppers, however they now have a loading delay, making missiles no longer spammable from a single launch pad
    • Large launch pads have to physically lift and place the rocket onto the pad, while the silo launch pad has a refueling delay
    • Custom missiles are not yet usable on the new launch pad, for now they still require the dedicated custom missile launch pads
  • Large silo hatch
    • Because the new nuclear missile model is too fat, there's now a larger silo hatch
    • Has a 7x7 footprint and a 5x5 opening
  • Bedrock ores for neodymium and rare earth chunks

Changed

  • Deco blocks now drop all of the time, but they drop themselves instead of ingots
    • To get the ingots, deco blocks now have to be deconstructed in the anvil, yielding an ingot 25% of the time
    • If I see one more person complaining about the chances I'm reducing it down to 10%
  • Catalytic reformers now have a tooltip informing about the need for a catalytic converter
  • Several guns now have reload animations including most .357 revolvers and Samuel
  • Updated stealth missile texture
  • Some of the larger oil machines now render using display lists which should make them somewhat more performant
  • Glyphid diggers can no longer yeet multiblocks or blocks with a tile entity
  • Parasite-infested glyphids now explode into gore when the parasites pop out
  • Missiles now have a top acceleration twice as much as the previous acceleration, but instead of being static, the acceleration goes up from 0 to max within 3 seconds
    • This makes missiles reach top speed faster while also making the launches themselves slower and more pleasant
  • Strange stone can no longer be destroyed via AoE, making it easier to find without accidentally mining it
  • Launch pads now spawn launch smoke just like custom missile compact launchers
  • Remodeled all tier 0 missiles
  • Tier 0 missiles now have a much thinner contrail to match their size better
  • Covneyor ejectors can now eject sulfur out of the side ports of refineries
  • Refineries and vacuum refineries now have fluid ID slots for changing the recipe
  • Removed the remaining old oil separation recipes from the chemical plant
    • To help people coping with this terrible, terrible loss, fraction towers are now twice as fast
    • This is a reminder that the chemical plant is a chemical reactor first and foremost, recipes like mixing and fractioning only existed because at the time there was no dedicated machine for it
    • Fractional distilling is not a chemical process but a purely physical one, I don't know who needs to know this but I feel like some people might be unaware of the fact
  • More large models have been converted into display lists which should improve performance somewhat
  • Corroded barrels now crumble after a while
  • PWRs on the edge of unloaded chunks now additionally reset their internal heat value to further reduce the time until they can potentially melt down
  • Removed the assembly recipe for the radial engine since it will be retired soon
  • Removed the endo and exothermal missiles
  • Doomsday missiles are no longer laggy cluster missiles, instead they are now near-identical to thermonuclear missiles but with an added fallout radius of 100#
  • Fallout rain now uses the same variable length code that the MK5 uses for optimal tick utilization, making it a lot faster
  • Lighter sellafite variants should no longer replace darker ones in overlapping craters, making bombed-out landscapes look more natural
  • Fallout's range-based effects now have a more natural gradient instead of creating smooth rings
  • Fallout has been made significantly darker and less saturated to blend in with the crater more
  • Except for solid fueled missiles, all missiles are now fueled in the launch pad and no longer need to be crafted with fuel
  • Missile fuel types have been adjusted
    • Tier 0: Solid Fuel
    • Tier 1: Ethanol + Peroxide
    • Tier 2: Kerosene + Peroxide
    • Tier 3: Kerosene + LOXY
    • Tier 4: Jet Fuel + LOXY
  • The micro EMP has been made cheaper, while the schrabidium missile has been made more expensive
  • Oxyhydrogen can now be made by mixing air (i.e. nothing) with hydrogen
    • The oxygen + hydrogen recipe remains in order to give an option to void oxygen without needing to resort to flare stacks
  • Removed some of the lower tier items fomr the red room loot pool, making the average red room better
  • Retextured the fallout effect, fallout no longer has large snowflakes and the color now matches the crater better
  • High-yield mini nukes no longer create chunk radiation, since they use the MK5 which already has AoE radiation, this prevents dead grass from spawning that makes the crater look uglier
  • Balefire spread is now limited to prevent densely vegetated biomes from lagging to hell
  • The bricked furnace now makes charcoal twice as fast
  • Combination ovens no longer need two welded copper plates and instead only cast plates, therefore no longer being post-arc welder. This should make it more affordable and useful in the initial earlygame where things like automatic wood farms are most important.
  • Any water-like extinguishing fluid shot from the chemical thrower can now wash away fallout layers
  • Overhauled the Mk.III life extender
    • The assembler recipe has been replaced with a simpler but more expensive workbench recipe
    • Instead of taking up the chestplate slot, it's now an armor mod worn in the insert slot
    • The armor no longer gives absorption, instead it adds 25 points to the shield count
    • The +25 bypasses the shield limit of 100, meaning that with enough shield infusions, the total maximum is now 125
  • The likelihood of uranium ore turning into schrabidium from full-sized nukes is now 10% instead of 1%. Conversion rates for small dirty explosions such as radioactive barrels remain unchanged.
  • Fallout layers will no longer affect players in creative mode
  • Rare earth chunks are now centrifugable, yielding larger quantities of the elements that are most needed earlier in the game
  • Tier 3 missilles no longer need large fuel tanks and thrusters, instead they use two medium fuel tanks and four medium thrusters
  • Tier 4s now need three thrusters
  • Tier 0 missiles now come pre-fueled with solid fuel as part of their recipe
  • Updated the ABM recipe to use the arc welder, being made of a tier 0 missile assembly with extra thrusters and loaded with TNT/TATB
  • The super shotgun now has improved animations, and is centered like it is in the original DOOM games

Fixed

  • Fixed dupe caused by shift-clicking ashes out of the bricked furnace
  • Fixed missiles jerkingly rotating when launching, they should now smoothly transition from being part of the launch pad to being an entity
  • Fixed missile control and launch smoke shifting around when the player is moving
  • Fixed fast-moving missiles spawning too few particles, causing holes in the contrail
  • Fixed coker units creating soot when not processing anything
  • Foundry molds can no longer be removed from basins when there's still material in them, fixing a bug where doing so would void the material
  • Fixed molds not saving when cooling off, allowing to dupe metal when leaving and rejoining
  • Fixed normal drones loading chunks
  • Fixed chunk-loading drones not loading chunks
  • Fixed several chemistry templates missing names
  • Fixed rampant mode random scout spawns being able to appear inside blocks
  • Fixed turret rotation sometimes desyncing when out of range, this is especially noticeable with slow-moving arty
  • Fixed research reactor OC integration allowing the control rods to be set out of bounds
  • Fixed fallout falling faster and overlaying if multiple fallout areas intersect
  • Fixed template folder 3D models rendering with weird shading
  • HUD elements like jetpack charge and the shield bar should now still render even if Tinker's Construct replaces the health bar renderer
  • Fixed players glitching into blocks with larger bounding box when standing on top of them and relogging
  • Fixed a r...
Read more

suffering builds character

29 Jan 08:28
Compare
Choose a tag to compare

Changed

  • Sped up the electrolyzer, fluid electrolysis now takes 3 seconds instead of 5 and crystal processing now only takes 20 seconds instead of 50
  • Increased electrolyzer pouring speed to 3 nuggets per tick instead of 1
  • Deco blocks now only drop ingots 25% of the time
    • The incredibly common structures now only yield a few dozen free ingots instead of several stacks. How horrible!

Fixed

  • Fixed radar screens not working at all and potentially freezing the game

MD5: 00b54674b6f02bba454d8913a8ced030
SHA1: 9e264661c185204b5b69757bc4b49effbcb8baee