Releases: HbmMods/Hbm-s-Nuclear-Tech-GIT
a little bit of everything
Added
- Muffler
- An upgrade-like item that replaces the old muffler block
- Creates 16 when crafted, however it is not returned when the muffled machine is broken
- Should work with pretty much all machines that use looped sounds, as well as a few other noisy ones (compressors, diesel generators, presses)
- Simply right-click to install, doesn't need to be inserted into an upgrade slot, in fact it works on a few machines that have no GUI at all
- Lemegeton
- A book that can do material upgrading, like turning steel into HSS, HSS into Tc-steel, lead into gold, gold into bismuth, bismuth into osmiridium, etc.
- Basically allows a material to be upgraded to the next gating material in progression
- Obviously unobtainable in survival mode
- I don't know how this would ever be useful but I was stuck in a phonecall at work for two consecutive hours and didn't have anything else to do
- They should invent handsets that don't hurt when you hold them onto your head for too long
- Has no NEI handler because the call ended before I got to that
- Bricked furnace
- An earlygame machine made from smooth stone and bricks
- Largely identical to vanilla furnaces
- Like the wood burner, it will collect ashes from burnt fuel
- Certain recipes are sped up, sand and cobblestone are smelted at twice the speed while (fire) clay is smelted at quadruple speed
- This means that making a clay brick block now takes as much time using a bricked furnace as one single furnace operation in a vanilla furnace
- I really like bricks and I don't feel like waiting until I can get an arc furnace to mass produce them at a sensible pace
- Dwarven pickaxe
- Earlygame tool made from iron and copper
- Has the harvest level of iron, a durability of just 250 but the AoE ability
- Great for getting cobblestone quickly or making tunnels when you don't have desh or electric tools yet
- Cracked key
- A single-use item that can open red rooms like the red key, but does not work as a skeleton key for locks
- Spawns in dungeon chests or as a rare drop from hostile mobs
- Allows red rooms to be accessed without crafting the red key
Changed
- Large turbines, levis and geothermal heat exchangers now have their own sounds when operating
- Anvils will now list ingredients in red if those aren't present in the player's inventory
- Derricks now only need one set of steel pipes instead of 3. They can also be recycled by shredding, returning 32 steel
- Pumpjacks now need a single desh motor instead of two regular ones
- Rare earth ore, instead of detonating into a million fragments that are annoying to process, clog inventories and just cause everyone to not mine that ore in earlygame, will now drop a chunk of rare earth ore
- Rare earth chunks can be shredded directly into one unit of desh blend
- For efficiencymaxxers, silk-touching rare earth still works as expected, yielding two units when shredded
- The fortune enchantment should work as expected, dropping multiple chunks. Yay!
- To get things that can be useful in small amounts in earlygame like boron and cobalt (boron for Atlas and cobalt for tools), the rare earth chunk can be hammered down into fragments on a steel anvil
- Cerium and lanthanium, due to being useless, only have a 10% chance of producing a fragment
- Boron and cobalt each produce a guaranteed fragment, as well as an additional one with a 50% chance
- Neodymium and niobium both yield a shard 50% of the time
- Rebalanced all the food items so their saturation values aren't ridiculously high (turns out - the number represents a multiplier for the hunger value and not a flat number)
- Dirt MREs are now just regular low-quality MREs made from latex packaging and some easily obtainable earlygame ingredients - wheat, rotten flesh and saplings (makes 4)
- The recipe for the chemical plant has been slightly simplified (again)
- Iron furnaces now have a 20% faster base smelting speed, making them complete operations in 8 seconds instead of 10 without upgrades
- Due to rising chlorine prices and a failing halogen market, the recipe of combination smelting chlorocalcite into chlorine and calcium has been added back
- For legacy reasons, the chlorocalcite processing chain involving chemical plants and electrolyzers will continue to work
- Outer crater biomes can no longer override inner crater biomes, allowing craters to be "cleaned" by nuking them again with lower yield weapons
Fixed
- Fixed basalt ores dropping their items with invalid metadata
- Fixed creative infinite fluid tanks not being able to fill fluid gauges at >0PU
- Fixed an issue where repeatedly opening and closing certain doors would cause their sound loop to get stuck running forever
- Fixed radar screens behaving weirdly when out of then intended range. The max interaction range for radars is now infinite, and radars will send a second information packet to players near connected radars
- Fixed very rare bug where waiting for wood ash to build up in the wood burner and then clearing the slot will remove twice as much ash on the internal counter for the initial ash item created
- Fixed crater biome fog tinting applying even if there is no nearby crater biome, causing oddities like underground fog being all white instead of being dark as it should be
- Crater biome fog no longer applies underwater, fixing an issue where being in water would cause the fog to be white instead of water-colored
- Fixed "pipette not empty" message crashing servers
- Fixed crash caused by certain modded blocks like Thermal's lumium lights being turned into falling blocks by impulse grenades or nuke aftereffects
- Fixed receiver subscription persisting when 256k tanks explode, causing them to infinitely receive and the void fluids
MD5: b8913a0dbdd28cb0dd990885ff23f870
SHA1: a8d5243b947e46661ac3df2e3fb4292334987b8d
tweaks, random garbage and a small army of foxes
Added
- Silo hatch
- The final missing door from 1.12, remade from scratch
- Comes with a brand-new model that fits perfectly over 3x3 missile launch tubes
- Has a 5x5 frame
- Can be opened and closed with a detonator
- Molysite
- Found in basalt from volcanos
- Can be combination-smelted into iron and chlorine
- Don't make me pull another chlorocalcite
- Rad volcanos
- Created when fallout affects a volcano core
- Uses a new volcanic lava type that produces sellafite, as well as sellafite gem ores
- Radioactive gem
- Created when fallout affects diamond ore, or if radioactive volcanic lava touches diamond ore
- Currenly only used in the radiation powered engine as powerful long-lasting fuel
- When depleted, turns back into a regular diamond
Changed
- Simplified door recipes
- Fissure bombs now require tantalium
- Removed the "nerve agent" hazard class because no gas used it
- Fissures now continuously spawn volcanic lava, making basalt renewable without having an entire volcano
- Volcanic lava now turns diamond ore into gem-rich basalt
- Mushroom clouds have been tweaked
- Their scale no longer scales linearly, but rather with a square root function, this prevents tsar clouds from being so huge that the top fails to render due to clipping through the skybox
- Their default scale is now somewhat larger
- The flash scale has been increased
- Their general scaling is now consistent, larger clouds will no longer be chubby with a comically small ring
- Shockwave particles now have momentum, making them sweep over the landscape, as well as being 1.5x denser and slightly larger
- Effect shamelessly stolen from NTM-EE
- Outer condensation rings' spawning is no longer fixed, the time now scales with the size
- The inner condensation ring's spawn time is also now based on scale, which means larger clouds will no longer end up with comically thin rings due to not spawning enough cloudlets
Fixed
- Fixed sellafite emerald ore being oredicted as emerald dust
- Fixed fire replacing petrified wood, creating tons of dead trees with holes in them
- Fixed inconsistent scaling with nuclear missiles
- Fixed BFB rods being called ZFB in hot and depleted variants
- Fixed infinite water barrels voiding water completely after the chemplant's input buffer runs full, infinite barrels can no longer void water in chemplants
- Fixed fallout affecting things on Y:0 like bedrock ores and oil
- Fixed projectiles not being able to pass through open doors
- Fixed material dupe caused by strand caster overflowing
- Fixed rampant mode glyphid scout spawn ignoring light level
- Fixed glyphid diggers' debris attack being able to break concrete
- Fixed
canLaunch
function of custom missile launch pads demanding a designator, preventing launch pads without designator from working even when the position is supplied by a radar - Fixed none of the helmets or filters protecting against corrosive gasses (blistering agents) like mustard gas
- Fixed fallout layers being able to generate below roofs
- Fixed exposure chamber not saving anything to NBT besides slots
- Fixed crash caused by wearing the full PaA set and then putting on an HEV helmet (why would anyone ever do this??)
- Fixed large doors only being lockable by clicking on the core block
MD5: 4eeb3b61834e4eafea381962eb14b40a
SHA1: 9b7b5d90e89465dc8731b516df67391424fc6a6c
it's a competition of who can release the buggiest fucking release
Added
- Pipettes
- Precision tools for carrying small amounts of liquids
- Come in three variants, normal, boron (corrosion-resistant) and laboratory (smaller capacity, more precision)
- Unlike most fluid containers, can be partially filled
- Capacity can be changed by right-clicking if the pipette is empty
Changed
- Updated russian localization
- There is now a config option to disable the biome change caused by fallout. The config will also determine whether the biomes are registered at all, which prevents them from conflicting with other mods' biomes when disabled.
- Chemical plants now have a timer that starts after loading/unloading fluids using item fluid containers from the input buffers, this creates a delay between switching from loading and unloading, making it possible to retrieve fluids using pipettes.
- In addition to delaying overheats, efficiency upgrades now reduce the cyclotron's coolant demand
- Removed the tooltips from common upgrades, as the info was incomplete and outdated anyway
- Meteorite swords now render their variant glint in first person view
- Meteorite swords are now a lot larger, similar to most other NTM swords
- Non-custom missile items now render in 3D
- Combinator funnels can now be configured whether to only do 3x3, 2x2 or both recipe types
Fixed
- Fixed trenchmaster armor not doing most of the armor calculation, making it the worst armor
- Fixed glowing mushrooms not being able to be bonemealed
- Fixed strand caster having one port that does not work with certain rotations
- Fixed fallout being able to replace bedrock
- Fixed the upgrade info of the large mining drill being incorrect
- Fixed cyclotron not having the new upgrade info tooltip
- Fixed the large radar not actually having a larger scan range
- Fixed radar blips going out of bounds when using a radar screen with a large radar or a radar with a different config
Hotfix 2024-01-16
- Fixed launch pad crashing when putting a non-missile item into the missile slot
MD5: ed75a986b5975bac0e12e94ee9a7f968
SHA1: 223c20b66e301ad060fed1ea9866bfe0d9fdf34a
craters: now even more awful
Added
- Large Radar
- A giant version of the radar with 3x the scan range
- Strand caster
- Watercooled foundry basin that processes large amounts of material at once
Changed
- Nuclear craters have been reworked
- The fallout effect no longer creates dead grass, instead it converts the area into three new biomes, the outer crater, crater and inner crater
- The entire crater is now slaked sellafite which now has texture variance to look more like debris, as well as getting darker towards the center
- The biomes being overridden means that nukes are now a solution to thaumcraft taint. Yay!
- There are now new ore variants for the block conversions which match the surrounding sellafite
- Beryllium ore now has a 100% chance of being converted into emerald
- The watz now cools up to 20% of its current heat level instead of 10%, making reactors a lot cooler and therefore react faster, which means more energy and faster depletion rates
- Mud production rates have been halved, to prevent currently working setups from exploding instantly
- This is your reminder that you can achieve more power, mud and depletion by building larger watz powerplants, i.e. stacking more watz segments on top of each other. Your tiny poo reactors make me sick.
- Watz pellets now have a 50% smaller yield, halving the expected time until depletion
- Adjusted the nuclear flash's intensity, the flash will now deal less and less radiation the longer it goes on
- The nuclear flash now bypasses radiation resistance, being only affected by blocks and distance
- Mushroom clouds' initial scale is now based on the total scale instead of all spawning roughly at the same size, causing fireballs to be comically small for huge bombs
- Removed the old mining drill, combustion generator, old watz core, structure marker, all old large reactor parts and CMB furnace for good
- Chemical plants will now eject all their outputs within a single tick if possible, increasing the throughput of fast recipes with many outputs, like asphalt
- Hitting CTRL + ALT when hovering over an item now displays a preview of that item. Useful if you want to get authentic renders for a wiki, or just like staring at things.
- 256k tanks and BAT9000s can now output comparator signals from their fluid ports
- Trenchmaster general damage multiplier has been halved, making it twice as strong
- Updated generation rules for layers like schist and hematite, they will now only replace things tagged as stone, just like most ores
- Mushroom clouds now have two additional outer condensation rings, those are not entirely finished and are still subject to change
- Small radars are now a lot cheaper
- Increased crucible pouring speed by 50%
Fixed
- Fixed a rare crash caused by radars force-loading chunks conflicting with certain mods' chunk loading changes
- Fixed PWR fuel rods not having any radiation value assigned to them
- Fixed trenchmaster helmet not having gas mask protection
- Fixed large thermobaric artillery rocket still using the wrong slag block
- Fixed some of the assembly templates having broken names due to using the wrong way of translating the output
- Fixed the soyuz launcher's NEI construction recipe showing the wrong amount of blocks
- Fixed molten meteorite cobble dropping itself in addition to turning into lava
- Fixed S~Cola RAD not being radish-colored
Bugs
- Trenchmaster armor's protection value is still borked. Oops.
MD5: 88ddca9620dfc36ca74ee6994dc164f4
SHA1: 629af0443afa74ff83ce7cd51932affad44cb172
and there goes my winter break
Added
- Satellite radar relay
- Can be linked to a death ray
- Allows the death ray to be used with the radar's targeting system
- Combinator funnel
- Has 9 input and 9 output slots
- Will automatically do single ingredient 2x2 or 3x3 recipes like compressing ingots into blocks at up to 9 operations per tick
- Input is strictly on the top and output on the bottom
- The side acts as an output for the ingredients as a way to de-clog the funnel from leftover materials
- Stealth missile
- A missile that is not picked up by radars, turrets or ABMs
- Marginally more powerful than a tier 1 HE missile
- Somewhat expensive, takes a full minute to make in the assembler
Changed
- Updated russian localization
- Nerfed scrap and dust even further
- Tiny dusts now shred into the generic tiny dust instead of scrap
- Tiny dust now shreds into more tiny dust, just like dust shreds into dust
- Updated the strange stone's texture to be more blatant about what it is
- Added more OC compat for the RBMK console
- Inverted large door's redstone behavior to be in line with vanilla iron doors
- The FEL now has a humming sound when it is active
- Updated the gadget's model
- The wires will not render on the fast graphic setting for performance reasons
- Remade Lil'Pipsqueak
- Now features proper animations for drawing the weapon, firing and reloading, as well as new sounds
- Comes with a new and improved 3D model as well as a cylinder gap flash when firing
- Is now part of the red room loot pool
- Durability has been drastically increased (31k instead of 4k)
- The boxcar now has new impact sounds and spawns fewer particles
- Powder box recipes now produce 8 boxes from the same amount of ingredients, making cyclotron recipes more affordable
- Buffed the radiation-powered engine, all valid fuels now produce 10x more energy per tick
- Removed tungsten and HSS bolts as dedicated items, they are now a single bolt item that uses the autogen system
- Regular steel is now also a valid bolt material which will replace tungsten in many recipes where tungsten just doesn't make sense
- Bolts Are now 1/8 of an ingot instead of 1/2 which makes some recipes marginally cheaper, as well as making them equal to GregTech bolts
- Bolts are oredicted and interchangeable, as well as recycleable in the crucible
- The N45 naval mine has been obliterated
- The solar boiler's ray rendering is no longer bound by particle settings, instead it will be disabled when fast graphics are enabled
- The solar boiler's internal buffer has been reduced, its steam output is now capped at 10,000mB/t (which should be 20kHE/t or 0.8MHE/s)
- All crates except the jungle dungeon one now drop themselves when mined
- Supply and conserve crates do not need a tool because they are made of wood, the ammo crate requires a pickaxe
- All of those crates are now opened with the crowbar instead in order to be consistent with each other
- Standard gauge rails are now craftable and visible in the transportation tab
- You can now play around with the new rail types in creative mode, as none of the train cars are currently craftable
- Coupling should work, but coupling info is not saved to NBT so links will be lost when leaving the world
- Trains might randomly derail on 5m curves, idk why
Fixed
- Fixed afterburn upgrades not being craftable with bakelite
- Fixed bismuth block not being properly oredicted
- Powder detectors that are used in the same network as diodes should now be somewhat less wrong
- Fixed horrifying gamebreaking issue that would frequently cause crashes, corrupt worlds and bluescreen PCs where the red copper block and the advanced alloy block had inconsistent colors
- Fixed file cabinets not dropping their contents
- Fixed some sides of the pedestal not rendering
- Fixed particle accelerator window blocks not dropping when mined
MD5: f257530c00b778ed63eadb2fed57e49b
SHA1: 37ac310de2409d23deea3bc3aca0040e03695260
mostly fixes
Added
- ???
Changed
- Adjusted the model for the mining helmet
- The ladders on the acidizer and fluid tanks are now climbable
- Removed those unused blue dungeon bricks
- Red phosphorus is no longer pyrophoric, meaning that multi purpose bomb kits no longer instantly explode
- Adjusted M2's rotations
Fixed
- Fixed recipe conflict in the arc welder with the medium and large missile fuel tanks
- Fixed doomsday missile not being launchable
- Fixed rocket artillery turret power connectors not working with cables
- Fixed arc welder energy consumption check not taking upgrades into account
- Fixed glyphid gland and 16k item barrels not having a proper container item set, effectively voiding the emtpy container when used in crafting
- Fixed confusing item quantity display in the exposure chamber's NEI handler
- Fixed pheromone being tagged as viscous and therefore not being dispersable, making modified pheromone useless
- Fixed mobs not being able to pathfind through open doors
- Fixed the benelli ejecting the casings wrong
- Fixed casing ejection in general being inconsistent, sometimes flying off into the wrong direction
MD5: 00e1c4507ad33a2367854a40acfe6ca6
SHA1: e2d171cce824a8fd10dbf317ca6feca33a753d79
glyphids, the second
Added
- Gylphid pheromones
- Used by certain glyphids, killing those allows for the pheromone glands to be harvested
- By mixing the pheromone with blood and medicine, it can be modified to extend its positive effects to non-glyphid entities
- Disperser canisters
- Throwable like grenades, will cause a small AoE effect based on the fluid
- Effectively a gas grenade, allows phosgene and mustard gas to be used directly
- Hot things like hot coolant or steam are especially effective
Changed
- Reworked glyphids
- Hives are no longer open, instead they are much flatter with multiple spawners inside
- Naturally spawning hives now spawn with some loot inside
- Spawners now place glyphids nearby instead of on top, preventing them from suffocating instantly
- Glyphids no longer spawn every second, instead they spawn in waves
- More config option for spawning behavior
- A new config option for rampant mode which makes glyphids more aggressive, scouts expand directly towards players and all glyphids able to dig away obstacles
- A dedicated glyphid for digging also exists outside of rampant mode
- Glyphid meat can now be processed into resources
- Glyphid behemoths now have an acid attack and create a gas effect on death
- Larger glyphids can now destroy lanterns
- Infested glyphids
- 10% of all glyphid hives will be infested
- Infested glyphids are roughly equal, but apply a poison effect and nausea when attacking
- When killed, they will drop maggots that attack the player
- Infested scouts will also create infested hives
- Glyphid hive blocks no longer drop when broken
- The industrial generator no longer has an exponential modifier for power generation, which means it no longer produces several times more power than any other generator
- The igen by default only burns with 50% efficiency, which can be raised back to 100% with water and even to 125% with lubricant, making it slightly better when lubed than the fluid burner
Fixed
- Fixed the info system not being visible with a gun equipped
- Fixed a potential crash with suit batteries
MD5: 17f741b5acc786d8562b01227407ec8d
SHA1: 662a88b8f6e1c57e1cb82c4dbad722ceb33db029
making a new release because otherwise everyone gets confused again because "redownload" is somehow not a clear instruction apparently
- Updated russian localization
- Fixed some upgrade tooltip bullshit
- Fixed the game dying instantly when OpenComputers isn't installed
- Updated contribution guidelines, you might wanna read those, they could, idk, be important maybe if you're planning on doing a PR or something
MD5: 1d8487e63c99cd75ff3ad88e1e45409e
SHA1: 11daa20bd10a975e018fb63559cdfef27bd7eb2f
what was this week's topic? i forgot
Added
- Doors!
- Your favorites from 1.12, the 7 remaining doors have finally been ported
- Thanks to KoblizekXD for biting the bullet
- Rubber boat
- Made from latex or synthetic rubber
- A much less jankier alternative to the vanilla boat. Rotations are silky smooth and done via the strafe keys instead of based on the player's orientation
- Won't break from ramming into blocks
- Faster than a regular boat, but will decelerate quicker when there's nobody sitting in it, preventing the boat from drifting off too far when empty
- Exposure chamber
- Now performs the particle transmutation recipes that were previously done in the crafting table
- Stylish as hell
- Decoy missile
- A cheap tier 1 missile that shows up on radar screens as tier 4 (eg. nuclear) missiles
- Printing press stamps
- 8 different stamps for printing certain pages
- If a meteor dungeon safe is generated without a black book inside, it will generate two random stamps instead
- With all 8 stamps, allows you to print your own black book
Changed
- Reduced the blast resistance of the large doors from absurdly high to still very but not quite as high
- Custom missiles are now launchable using the radar
- NTM's structures should no longer spawn in dimensions besides the overworld. Ores will still generate, assuming the config option is set.
- Decreased M1tty's radiation resistance
- It's really damn cheap, what did you expect
- M1tty's helmet now acts like a protective mask
- Most non-custom missiles except tier 0s are now assembled in the arc welder
- Crafting complexity has been reduced, the recipes only need the three major components without any extra loose plates
- Non-custom missiles have been slightly buffed
- Explosions are now slightly larger and they use the new cross-detection entity damage code which still affects entities behind small hills that would otherwise be shielded
- Explosions now have a 2x larger entity damage radius
- Updated the digiminer recipe for mekanism compat
- Added config options to the ground water pumps
- Missile parts such as non-custom thrusters and fuselages are now made in the arc welder, recipe ingredients have been adjusted as well
- Null grenades now have a slightly larger radius, should no longer wipe playerdata and require UNDEFINED to make
- Added some breedable material to BFB PWR fuel rods, meaning that the recycling recipes now actually yield a net positive instead of being a massive waste of time
- The RBMK control panel has been upgraded
- Right.clicking the color buttons will now assign the color to the selected control rods
- There's now a new button that allows to cycle through compressor settings on RBMK steam channels
- The flux display is now functional. It will display the flux curve of the last 30 seconds, as well as labels for the total flux level.
- With the color assigning buttons and the flux display finished, the console is now finally complete
- Compressing blood at 4 PU now turns it into crude oil at a ratio of 2:1
- Increased the cap for the overdrive upgrade in acidizers, tier 2 should now yield the proper amount and tier 3 should now be better than tier 2
- The tooltip of valid upgrades now changes when a compatible machine GUI is open
Fixed
- Fixed ancient bug where custom missiles launched using the launch table would not use the accuracy calculation and always be pin-point accurate
- Fixed RBMK heat exchangers being able to use heatable fluids that don't have heat exchanger efficiency defined like liquid sodium, heavy water and thorium salt
- Fixed RBMK heat exchangers not using the heat exchanger efficiency variable to determine cooling power
- Fixed the ballistic gauntlet spawning a client-side ghost bullet that doesn't move or despawn
- Fixed bug where different custom machine cores would merge in a stack when picked up, turning them into the same type
- Fixed radar screen blips being visible through the back of the model
- Fixed desh crate's last half of slots preventing radiation entirely
- Fixed large mining drill shift-clicking
MD5: c7deb288909e65b9d29d837fb107bfe9
SHA1: 618e1f9a31df440d6169c11219da8d6008d599bd
the radar engoodening
Added
- Nitra
- Dropped by the painsaw ability when killing a mob
- Can be used to quickly craft standard ammo types in the 2x2 crafting grid
- Can also refill empty syringes, making stimpaks
- Latex
- Can be made from dandelions or from pressing jungle wood
- Replaces insulator in many recipes where electrical insulation that is potentially made from brick doesn't make sense, like rubber gas masks, jackets, tools and so on
- Latex is interchangable with rubber in all recipes where it's used, but not the other way round
- The old insulator is now mainly used for electrical and heat insulation as well as PWR rods
- Radar screen
- Radars can be linked to one radar screen, which will display all detected blips
- Right-clicking the radar screen will open the GUI of the radar that it is linked to
Changed
- Updated russian localization
- Light oil and cracked light oil can now be reformed into large quantities of aromatic hydrocarbons a well as some reformate gas
- The painsaw ability no longer drops ammo and syringes, instead it drops nitra
- Radars have been completely rewritten
- Dots will now move smoothly across the screen, instead of jittering and being bound to the pixel grid
- Radars no longer use CPU-intensive full scans of the map, instead of using an optimized search for nearby scannable entities
- There's now a dedicated toggle for detecting artillery shells
- Radars now have a local area map that can be enabled
- The map scans up to 100 points per tick, the display can show 40,000 points
- The map will scan loaded chunks instantly, unloaded chunks have a limit 10 chunkloads per tick to prevent excessive lag. Chunks that have not yet been generated yet will show up as black spots, and will never be loaded
- The chunk load limit as well as whether chunks should be generated can be adjusted in the machine config file
- The map will show terrain height between Y:50 and Y:128, anything outside that range is truncated
- Radars now have a second GUI which allows the use of a battery, as well as linking the radar to other machines
- By using the number keys, the radar can now launch missiles, ABMs or artillery at the current aimed at position
- Radars can be linked to one additional radar screen which shows part of the radar's GUI in-world
- The turbofan's afterburner now adds a 33% efficiency bonus for every level. This means that instead of the efficiency remaining constant between levels, a tier 3 upgrade will yield double efficiency.
- Reduced the flarestack's base energy efficiency
- Trenchmaster armor is now unbreakable
- The arc welder recipe for advanced circuits now uses simple insulator instead of gold dust
- The arc welder recipes for enhanced and advanced circuits now use only 100mB of fluid instead of 250mB
- Completely rewrote the missile base code, missiles now accelerate smoothly instead of in increments and use interpolated movement, making them less jittery
- Missiles now have a slightly higher top-speed
- Remodeled tier 1, 2 and 3 missiles as well as the anti-ballistic missile
- Anti-ballistic missiles now use predictive targeting as well as a heightened sensor range of 1,000 blocks (instead of 500) which should make them a lot more effective
- Anti-ballistic missiles accelerate 4x faster than normal missiles and have a 50% higher top-speed
- Anti-ballistic missiles can now load their own chunks, allowing them to get to far away incoming missiles without getting stuck
- PWRs that have recently been close to unloaded chunks now have a 40 tick timeframe where they are "frozen", only trying to connect to a fluid network but not doing any fission, this should reduce the amount of meltdowns caused by chunkloading
- Glyphid hive blocks now have some color variance
- Glpyhid spawners now have a unique texture
Fixed
- Fixed thorium bedrock ore using the wrong ore dict key, making it unable to be processed via centrifuge or acidizer
- Fixed custom machine NEI slots going out of bounds after the third slot
- Fixed bismuth billets not being oredicted, making BFB PWR rods uncraftable
- Fixed missile chunkloading having rounding issues, sometimes causing them to get stuck in unloaded chunks while crossing chunk borders
- Fixed drones not being listed in the creative tabs
- Fixed pre-defined fluid duct items not being being able to be placed where replacable blocks are, eg. water
- Fixed horrible gamebreaking bug where the reinforced glass pane has too much blast resistance
MD5: 7376b295f99e6c0731e16d675a29f835
SHA1: f12c852515ae2e919d426fae170db6e5f359cb95