Gun rework
Killed off most existing guns because they suck lol
Added a bunch of new guns with all new models, animations ammo types and recipes
Guns are now tiered, using progression related cast components
Play with your guns! Most guns now have animations for dry firing, and an "inspect" animation that plays when hitting the reload key when reloading is not possible
Most guns can now be aimed properly. Aiming now uses a dedicated key (mouse 3) instead of sneaking
All new gun keybinds can be configured of course
"why is it MMB and not RMB? i know a really easy fix" no you don't, trust me i put a lot of thought into this and that's the only way without making the keybinds inconsistent as hell
Guns now have multiple types, "standard arsenal" (i.e. the regular selection of guns), "b-side" (alt versions of guns which are not visible in creative, although craftable), "special" (not really part of of the progression tiering) and "legendary" (neither in creative nor in NEI)
Guns now make the screen visibly recoil. This is a bit of a bold change about which I am unsure myself, so there is an option to turn it off: /ntmclient set GUN_VISUAL_RECOIL false
Special damage types now have unique death animations, explosive damage will cause gibbing and laser/electric/fire damage will incinerate the target with only the skeleton remaining
The skeletonizer has compatibility with most bipedal vanilla mobs as well as most mobs from TechGuns
Repairing guns is now easier, repair kits are generally cheaper, and have multiple uses
Instead of working the same until they stop working entirely when durability runs out, new guns now decrease in accuracy (below 50%) and damage (below 33%) when durability goes down. Guns however will still remain functional with no durability left, however the gun will deal next to no damage and barely ever hit anything.
Since every time i add recycling for deprecated features, someone ends up complaining about the balancing of the recycling or gets confused on where to source items, old guns and ammo are simply not recycleable and instead become useless. Sucks to be you!
Stuff I did not get around finishing:
You can easily test things yourself, there is a spawn egg for a new test dummy mob which can be equipped with any armor. Damage calculation applies just the same as it would with real players
Legendary weapons were supposed to spawn in new dungeons, however right now they just spawn in red rooms
Bolter's ammo types don't work as advertised and aren't craftable because æügh
Some of the remnant guns that aren't part of the new system yet are not craftable
Armor balance may not entirely be correct (read: at all), there's a new system for resistances and current values are just a vague estimate
You can easily test things yourself, there is a spawn egg for a new test dummy mob which can be equipped with any armor. Damage calculation applies just the same as it would with real players
Some gun variants aren't even in yet (b-sides, legendaries) because those were super low priority
Purple bullets don't have their special effects just yet
Headshot mulitpliers don't apply yet
Trechnmaster abilities do not work with the new guns yet
Nitra doesn't craft any of the new ammo types yet, not sure what to even do with that
Ammo backpacks. yeah! just remembered something about those
Most of these issues are quite minor so expect them to be resolved in the next update rather soon for the next stable release
Yes this is what i have been up to for the past months. everything hurts. now go away
Added
/ntmclient
Allows some client-only config options to be edited while ingame
Config is stored in hbmClient.json in the hbmConfig folder
Configs can be edited ingame via /ntmclient set <name> <value> or in the file and then /ntmclient reload
Available configs include geiger counter HUD position, info system position and orientation, custom main menu splash texts, ore dict display and custom nuke item info
Check the config file or /ntmclient list for a full list of values, the name should make them self-explanatory!
Liquid lead
A valid coolant for both PWRs and ICFs
Has an immense heat transfer speed bonus, allowing ICFs to be cooled even when using higher tier pellets
Cools quite effectively in PWRs, but has a negative neutron modifier and a small penalty of how much heat ends up usable
Overall a cheap and very good coolant, just not as efficient as sodium
Rotary furnace
Used to make new alloys like gunmetal or weapon steel
Can also make desh and saturnite, as well as more efficient steel from iron fragments
Requires both solid fuel and steam to work
Ammo press
Makes the new ammo types
A recipe can be selected like in the anvil, however the selection will linger since the press has a proper inventory. Therefore, hooking up a hopper allows for ammo to be automated
Changed
Updated russian and chinese localization
The fine soot recipe in the pyrolysis oven now only needs 4 tar
Overdrive upgrades now use hard plastic/fullerite instead of lithium crystals
Machines now only send their sync packets once a second instead of once per tick if the values haven't changed, reducing network traffic by a considerable amount
Tom's explosion no longer causes any block updates on the millions of blocks it deletes which hopefully fixes a majority of the lag caused by the crater
Overdrive upgrades now increase power usage in pyrolysis ovens (equivalent to 2 speed upgrades per level)
Due to the increased maximum demand with overdrives + speed upgrades, the energy buffer for the pyrolysis oven has been increased tenfold
Updated basalt textures
Scaffold blocks can now be placed horizontally
Updated the shredder's textures
The strand caster will now cast its remaining buffer after 10 seconds of inactivity, even if the buffer is not full enough for a batch of 9
The soldering station now has a toggle for the "refuse to do recipes with no fluid if fluid is present" behavior
Recipes using the ore dictionary "oreThorium232" are now also generated for "oreThorium"
Conveyor grabbers can now output onto belts directly
I could have just made grabbers delete the input and spawn an identical item on the output but simply changing the position makes it look like the item is sucked in and it looks hilarious
Cable connections (connectors, pylons, substations) now render about 10x faster and no longer have weird inaccuracies where the segments meet
Cables can be made even faster by setting RENDER_CABLE_HANG in the config to false
This causes cable connections to render taut, eliminating the need for multiple segments per pylon side
Heat exchanging heaters are now set to 24,000mB/t by default
The ICF GUI now lists the laser input as "per tick"
Glpyhid hives caught in a fallout zone now turn radioactive
Glyphids spawned by radioactive hives are immune to fire, twice as fast and five times as strong
Radioactive glpyhids however are NOT immune to radiation, and typically die quickly
Radioactive hives are sterile, they will not spawn scouts
PWR core capacity is now limited to 500%, meaning the maximum amount of heatsinks usable is 80
Item autogen now generates ingot forms for items that are castable but don't have an ingot form, preventing cases where a material is completely uncastable
This change makes sodium and strontium castable
Ore dict recipe autogen for crucible molds now prioritizes NTM's own items over any other ore dict compatible item
If a cracking tower's input is set to an incorrect type, the input and steam tanks are now preserved instead of being set to NONE
Removed legacy wire items
Removed random ore, along with its configs
DFC emitters are now only 95% efficient instead of 98%
Oily coal has been removed from worldgen, it no longer spawns in new chunks
Existing oily coal can be mined risk-free
Reeds rendering into water can now be toggled with the RENDER_REEDS client config
This option is usually enabled by default, unless Angelica is installed
Microwave explosions no longer destroy blocks, only the microwave and nearby players
Wings can now be used like armor mods
At higher pollution levels, skeletons can now spawn with guns
Logistic drones now move at 0.625 blocks/t instead of 0.6. There is no balancing reason for this, I just hate weird numbers like 0.6
Fallout effects now remove snow layers in the same area where they would remove things like small plants and leaves
Adjusted damage values to many swords and some tools
Unsats and aromatics can now be filled into gas canisters
Basalt asbestos ore no longer creates asbestos particles every block update, meaning volcanoes no longer cause massive delays with chunk rendering due to constant block changes
Rockets shot by the rocket turret are no longer subject to gravity and lock onto the intended target
Updated the anti-personell mine's model, it also now has 4 different textures which are automatically applied depending on whether the mine is placed underground or what biome it is in
Saturnite is now exclusively made in the rotary furnace, requiring reformate gas, making it effectively post-RBMK
To offset the increased cost, some things like ESAPI inserts and desh shredder blades/stamps no longer require saturnite at all
Small explosions from land mines and bombers now use the new and improved explosions animations from 40mm grenades
All mini nuclear explosions now use the VNT system, meaning their damaging AoE can no longer be blocked by tiny bumps in the terrain and they will now correctly deal knockback
Problably a ton of other shit i forgot to document because it's been months and ther only way i even feel anything is by drinking gasoline
Fixed
The conveyor grabber should no longer skip over items when used in long lines
Fixed a potential crash regarding crucibles
Fixed compatibility with EndlessIDs, biome changes should no longer crash the game
Fixed GL state leak caused by fluid tanks, causing some tile entities to be rendered without face culling
Fixed a bug where using too many PWR heatsinks would cause an overflow, making the heat capacity negative
Fixed landmines generating into the floor on superflat worlds
All NTM type explosions are no longer affected by difficulty setting, preventing them from dealing damage in peaceful mode
There are a few instances of vanilla explosions still being used, those will be phased out in the future
Fixed tutorial presentations triggering when hitting F1 not just in the inventory but also when looking at the block in question
Fixed a bug regarding shift clicking in the breeding reactor
Fixed empty particle capsules not being extractable from the ICF pellet maker
Fixed issue regarding mass storage filters when using GTNH-NEI
Fixed DFC emitters calculating their original 98% inefficiency twice when hitting another emitter or tungsten crate
Fixed the wood burner destroying container items like buckets when using lava as fuel
Fixed pollution serialization for the fluid trait config being wrong
Fixed slag crashing the game when trying to flow into the void
Fixed issue where drones that are too fast may skip waypoints
Fixed the electrolyzer speed upgrades not increasing energy consumption as advertised
Fixed giblets rendering in fullbright even in the dark
All NTM keybinds will reset when opening a GUI, meanig that jetpacks and guns should no longer get stuck operating when opening an inventory
Changed
To address certain balancing concerns, the RF to HE conversion rate is now 2:5. The HE to RF rate however is still 5:1
Because of this, using chains of converters as batteries becomes exponentially lossy with size, therefore the input decay has been removed
Input decay can still be configured if desired
No input decay also means that converters are no longer infinite energy sinks
Power converter recipes have been updated
Soldering stations will no longer work if the recipe requires no input fluid while fluid is present
While this does complicate using the soldering station manually, as switching from milgrade to standard ICs requires emptying the solderer with a siphon, it does make automating easier, since soldering stations will no longer treat incomplete milgrade circuits as ICs
Cement is now edible
Derricks have been remodeled, the port configuration has changed so existing derricks need to be replaced
Derricks no longer spawn oil spills
Metal deco blocks are now crafted in batches of 4, as well as recycled in batches of 4. Each block is therefore still worth 25% of an ingot, but recycling your own deco blocks is no longer lossy
Crates are now compatible with InventoryTweaks
My condolences to anyone trying to build the mod because getting the workspace to run with the new dependencies was an absolute pain
Fixed
Fixed some machines not sending fluid gauge syncs properly
Fixed refinery GUI crashing when invalid input is used
Added
Plushies
Bedrock sellafite
Replaces bedrock in the bottom of craters
Looks exactly like slaked sellafite while inheriting all other traits from bedrock (unbreakable, high blast resistance, no mob spawning)
Overall large craters no longer have the unsightly weird bedrock layer at the bottom
Changed
Updated chinese localization
The fluid burner, heat exchanging heater and cooling tower now use the single steel pipe items instead of the larger steel pipes
Reduced the amount of condensers needed for crafting the cooling towers
Liquefactors and solidifiers now have a base processing time of 5 seconds per operation (instead of 10)
Added some info to the coltass about how the coltan deposit works
Moved some NEI handlers around, fluid containers are now listed last and radiolysis is now listed right after cracking, since they have the same recipes
The autocrafter's inputs are now limited to 4 items per slot
Autocrafters can now receive stacked items again (except for items with containers), if they do not exceed the 4 item threshold
Bedrock ores now produce bedrock ore fragments instead of straight outputs, one fragment is equivalent to a nugget
Fragments also differ in stack size when produced, most primary fractions yield 9 (equal to the previous full powder), but things with lower demands/higher value like bismuth now yield substantially less
The base speed of the large mining drill when mining bedrock has been reduced by 80%, it is now advisable to either invest in upgrades early on or use multiple drills
The bedrock ore processor now has a base speed of 30 seconds
Standard, special, HE artillery shells and most missiles now use updated explosion animations
Decreased hardness of slag blocks
Removed legacy circuits
Removed a bunch of random unused items
UF6 and PuF6 tanks are being phased out, the blocks will remain for now but functionality and recipes have been removed
Centrifuges are now configurable via hbmMachines.json
Updated refinery GUI
Crayons now require paper to craft, fixing an issue where some recipes conflict with the dye mixing ones
Halved energy consumption for night vision goggles
Solid rocket fuel now uses 100mB of nitric acid instead of redstone and niter
The nitric acid from sulfuric acid recipe in the chemical plant now yields 1,000mB instead of 500
Liquefacting niter now yields 750mB instead of 250
Increased demand for coking sour gas to 1,000mB instead of 250
This means that sour gas now has a lower concentration of sulfur, making reforming competitive again compared to the previously buffed coking + mixing
Disperser canisters are now listed below grenades in the creative tab
Fixed
Fixed crash caused by decontaminating items with the radiolysis machine
Fixed ICFs not forming correctly depending on the orientation
Fixed electrolyzer metal recipe config not working
Fixed the meteor charms not working when used on helmets
Fixed NEI handler for the ICF's consturction showing inconsistent values
Fixed radiolysis recipes not showing up in NEI unless the usage recipes are loaded first
Fixed autocrafter's grid not properly updating when using NEI drag and drop for the filter
Fixed all carbon-based crucible materials having the wrong ID, this fix will shift IDs but prevent collisions with silicon
Fixed primary bedrock ore fraction roasting yielding one extra pile of crumbs
Fixed filing cabinets being unreasonably laggy due to the old packet code
Fixed the secure access door taking way longer to craft than any other door
Fixed issues with the spotlight crafting recipes
Fixed various issues with opencomputers integration
Fixed incorrect armor mod descriptions being shown for cards
Fixed mobs being able to spawn on bedrock ore and bedrock oil
Changed
Removed most legacy boilers
Electric boilers have been completely removed
Fired boilers no longer have an on-state, GUI or functionality
Fired boilers still sometimes spawn in certain structures as loot, they drop 3-6 steel scraps containing 1 ingot worth of steel each
The rare earth chunk texture is now consistent with the bedrock ores
Removed the unused watz control elements
Fixed
Fixed automatic crafting table filters being broken
Fixed missing localization for black lung death messages
Fixed disconnect caused by using a filter on the autocrafter's template output slot
Fixed sentry turret "Brown" being uncraftable
Fixed instant crash caused by processing some bedrock ores in an electrolyzer
Disabled unused debug code for reflection testing
Changed
Automatic crafting tables will no longer accept stacks with a stack size higher than 1 via automation, items will still accumulate and form stacks inside the crafting table, however inserters/hoppers may not transfer larger stacks in a single operation
This ensures that the items get spread out as intended instead of the inserter just placing the entire stack into one slot and then leaving the other slots empty
Fixed
Fixed crash caused by null entries in the furnace recipe list being picked up by the arc furnace
Fixed crash caused by the automatic crafting table's input when pattern slots are empty
Fixed crash caused by the automatic crafting table's output (pattern info was accessed OOB)
Added
Powered Floodlight
Uses 100HE/t to create light
Casts 15 rays in a wide beam with a maximum length of 64 blocks, each beam creates a spot with light level 15
Floodlight can be mounted on any side and angled in any direction, angles snap to 5° increments
Angles can be adjusted after placing with a screwdriver
Changed
Changed bedrock ore processing time in the electrolyzer to 60 ticks
RF converters have been reworked
The conversion ratio from HE to RF is now 5:1 (instead of 1:4), HE is no longer way more powerful (in order to compensate for the much higher HE output starting with the first generators and becoming increasingly absurd with nuclear power)
Converters have an internal buffer again, effectively limiting throughput. The internal buffer is 1MRF and 5MHE.
The input energy buffer has a loss of 5% of its (unused) current level per tick, which means chaining up converters can not be abused to create earlygame super capacitors
The loss only takes effect once the input buffer can no longer empty into the output buffer, i.e. when energy demand is too low for the input
The buffer also fixes a bug where the HE to RF converter often behaves weirdly with certain mods, either outright destroying energy ot creating infinite energy
HE to RF converters now by default have the connection priority of LOW, only feeding into RF networks when all other energy consumers are sufficiently supplied. This can still be changed by using diodes
Converters now have configurable conversion rates as well as input decay per tick
The SILEX is now fully deterministic
Output is no longer random, instead there is now a "recipe index" which is incremented after each operation, choosing a new next output
This means that the order of outputs for any given input is fixed, and outputs are guaranteed to happen based on the recipe's total weight (most recipes have a total output weight of 100 for simplicity's sake, meaning after 100 operations the output pattern repeats, and all outputs are guaranteed to be picked)
Simplified the assembler recipes for the SILEX, FEL and all energy storage blocks (no more random wires and single ingots, fewer duplicate materials)
Turrets will now only lock onto missiles if they are descending (i.e. negative Y speed), which means that launching a missile close to a turret will not cause the turret to immediately shoot it
The fusion reactor's byproducts are now created by delay and not by chance, making the output predictable
Tritium-based fusion fuels now have a higher byproduct output rate (900 ticks instead of 1200)
Fixed
Fixed issue where the NEI universal handler can not correctly display more than 4 outputs (now supports up to 8, which should cover all possible electrolyzer cases too)
Fixed the metal electrolysis duration variable not being part of the config
Removed the global energy transfer cap (only per-machine caps apply now), fixing issues where FENSUs in buffer mode would not charge past 10THE, and constantly void energy if above that threshold
Fixed a bug where the power transfer would sometimes have leftovers due to rounding errors which are send but not used up, effectively creating small amounts of energy out of nothing
Fixed ZIRNOX space checks omitting the top portion
Fixed RBMK flames and mini nuke flashes being affected by fog, turning them into glowing squares when viewed at a distance
Fixed crash caused by brimstone mines being launched from dispensers
Acidizer Input Partitioner
Buffers inputs for the ore acidizer and releases the exact amount needed to complete an operation
This allows easy automation of acidizers accepting multiple types which have higher input requirements
By simply shoving items into the acidizer all at once, there is a high likelihood of the acidizer to clog, as the remaining input is no longer sufficient
The partitioner only has 9 slots for ingredients, for more types it's necessary to sort the items and use multiple partitioners
The partitioner has 9 additional slots for invalid items that cannot be processed via acidizer, those can be ejected via hopper IO
An inline conveyor machine similar to the splitter, receives items from conveyors (but not from ejectors directly) and outputs them on its built-in conveyor belt
New circuit items
Quantum computer themed circuits for post fusion circuits
The ICF core now needs 16 solid state quantum processors
Quantum computers are post fusion tier control units
Quantum circuits are made from a new alloy, BSCCO, which requires bismuth
Updated russian localization
The mandatory washing step for bedrock ore byproducts now needs 4 items to complete (instead of just one)
This should offset the exponentially increasing amount of byproduct created from processing bedrock ore which ends up being far greater than the primary product
The step being mandatory means that byproducts cannot be centrifuged until they are washed
To counteract the resulting sparsity of earlier byproducts due to the down-the-line duplication process, later acidizing steps now also yield byproducts of the previous steps
The sound extension is now configurable, and the amount of sound channels reserved is now 200 by default instead of 1000, this should fix an issue where OC's sound would not work
Logistics drones are now crafted with standard transport drones and not express ones, making them substantially cheaper
Added strontium to the rare earth bedrock ore chain
Electrolyzing primary bedrock ore fractions now yields more material, as well as crumbs
The Gerald recipe has been reworked
Gerald no longer needs a ton of coins, instead it's just a single UFO coin (still requires the boss progression, may be changed in the future)
Gerald now makes use of BSCCO wires
A new microcrafting item has been added, heavy duty elements, these need to be mass-produced in the arc welder using cast bronze, welded CMB and fullerite, also using stellar flux for welding
The recipe uses a stack of the brand new quantum computers
Electrolyzers now support variable duration recipes
The water electrolysis now only takes 10 ticks per batch
Rebalanced the upgrades for the electrolyzer, it can now also take overdrive upgrades
Changed crystalline bedrock ore, redstone and cinnabar (mercury) are now primary while the less important diamond and sodalite are sulfuric byproducts
Added a write lock on cellular dungeons while generating, fixing a crash caused by dungeons that generate next to each other due to cascading worldgen
Added recipe caching to the arc furnace, fixing an issue where recipe detection and item IO are horribly inefficient
Fixed arc furnace state not properly saving after performing a recipe
Fixed crash regarding OC compat
Fixed a rare crash with the anvil GUI
Fixed potential world corruption caused by the RBMK console
Limestone dust
Limestone now shreds into limestone dust instead of calcium (yields 4)
Can be combination cooked into calcium
Used for making cement
Cement
Used in all concretes (only requires 1 per 16 concrete)
Either made from combining 1 limestone dust with 3 clay (yields 4) or from shredding slag (also yields 4)
Bedrock ore processor
Used for separating the new bedrock ore
Creates ore slop as a byproduct
Slop can be coked into some rare byproducts or solidified into tar sand
Vitriol can be coked into iron and sulfuric acid or electrolyzed into sulfuric acid and chlorine
New bedrock ore processing
Most bedrock ores now create a single common item that contains different quantities of the 6 main ore types
Ores can be processed in many different ways with three tiers of byproducts and many optional steps, also making use of machines that the old bedrock ores didn't
New bedrock ores are now rarer, only spawning in every 10th chunk vs in evbery 3rd
The old system can be restored via config
Updated italian localization
Updated boxducts
All boxducts are now way cleaner, only having bolts on intersections, with straight parts only having very light seams
Intersections now have unique textures for each size
Copper boxducts now have a much nicer color gradient
Exhaust pipes now have a more rusted appearance
Added an alternate recipe for blank upgrades using integrated circuits and polymer instead of analog circuits
Update the soyuz and orbital module recipes
Simplified the recipes, fewer microcrafting parts
Both now use low-density elements which are made from aluminium/titanium, fiberglass and hard plastic
Both now make use of more advanced electronics, although in smaller numbers
Removed the recipes for the satellite deco blocks, those will be phased out soon. Existing deco blocks can still be crafted back into functional satellites
Moved the satellite recipes to the welder, the attachment is now welded onto the common satellite body
Simplified the satellite recipes, adjusted cost based on utility (depth scanner, death ray and resonator are more expensive than the mapper/radar)
CTRL + ALT view now shows the item's internal name and domain
Adjusted Mekanism compat
Decreased crafting complexity and time for the digiminer assembler recipe
Replaced recipes for the wind turbine and atomic disassembler
Added a config option for toggling Mekanism compat
Added recipe caching to the combinator funnel, meaning it no longer has to iterate over the entire recipe list all the time for compression/automation, this should improve performance by a fair bit
Diodes now use silicon nuggets instead of nether quartz
Aluminium wire's coloring is now consistent with the ingot
Nuclear explosions below a radius of 75 no longer have a gamma flash, therefore a high yield mini nuke should no longer be able to instakill someone wearing full euph armor
Updated OpenComputers compat
The solar boiler now has a tooltip showing its contents
Updated drones
Drones will now drop when destroyed
Drones are now generally faster (standard drones are now as fast as express drones used to be)
Holding a transport drone item now shows transport drone paths, just like how logistics drones work
Drones should no longer randomly get stuck on waypoints
Drones will now move upwards to avoid small ledges, this usually happens when drones approach docks from a lower angle
Logistics drone crates can now be disabled with a redstone signal
Logistics drone docks are now 5x faster, spawning a new drone every second instead of every 5 seconds
Drones are now a fair bit cheaper
Tar sand can now be liquefacted into bitumen directly with a higher yield than the chemplant recipe
This however is slower, more energy intensive and yields no sand byproduct
Fixed crash caused by PRISM updating unloaded worlds
Hopefully fixed another crash caused by PRISM (reproduction was unreliable and sporadic, not confirmed)
PRISM
A new 3D radiation system which makes use of block explosion resistance to determine spreading
Unlike the 1.12.2 "pocket" system, radiation isn't perfectly sealed, blocks in a 16x16x16 area are simply summed up and used as a divisor
Using enough high-resistance blocks (or a ton of lesser resistant blocks), radiation can still be effectively blocked (either thick concrete walls or a mountain)
Radiation is still (sub) chunk based, so the radiation on both sides of a wall in the middle of a chunk will still be the same, the wall will however affect spreading to neighboring chunks
For TPT players: radiation can be compared to pressure, where pressure also uses 4x4 pixel regions and is affected by pixels within those regions
The system is disabled by default, but can be enabled in the config under the radiation category
Centrifuges and refineries now use analog circuits
Updated the cyclotron, the GUI is now much cleaner and it uses water as coolant (produces LPS) instead of regular coolant
Due to some people's inability to put a square peg into a square hole rather than a round one, it is now impossible to manually click soldering station ingredients into the wrong slot (you could have just shift-clicked, you know?)
Slightly simplified a few crafting recipes, steel tanks and steel shells take the same role so the steel tanks were dropped from a few recipes
Fixed hopper IO ignoring the stack limit on arc furnaces under certain circumstances
Fixed the watz powerplant not dropping as many HSS bolts as it should
Fixed grates crashing servers when placed using shift click onto blocks
Many machines now use the much more efficient byte buffer for sending information to the client which heavily reduces lag (NBT packing is a major contributor to TPS lg)
Fixed issue where the power system would constantly disconnect when multiple dimensions are loaded
Fixed the rare sideways-rendering tank not using the correct UV
Fixed incorrect resource path for the hot blood tank, causing a missing texture
Fixed welded CMB plates being unobtainable
Fixed the ICF pellet maker not being able to eject the output
Changed PRISM's resistance function to work more like armor resistance instead of a straight divider
Capped PRISM's resistance value per block to 100 (bit over concrete)
Removed the unused rare metal ores, freeing up 5 block IDs
Changed the .75 bolt recipes
Fixed PRISM crashing instantly
Fixed PRISM's resistance check being on backwards
Fixed PRISM's resistance cheking ommiting the wrong layers
Asphalt stairs
Stairs, but fast
Slabs too
More circuits
Control units and advanced control units are exclusively used for nukes
CUs and ACUs are quite a bit more expensive than standard circuits and also make use of tantalum capacitors
Nukes are no longer for people who weasel their way through progression and then get 8 uranium, 2 steel and some duct tape, instead every atomic bomb requires a large electronics production capacity
WMDs are expensive, who woulda thunk
Wires now use recipe autogen for anvils, meaning that all fine wires are now obtainable via tier 4 anvil
Changed most nuke recipes
Most assembler recipes have been de-cluttered, no longer using random extra plates or wires
Nukes now exclusively use control units or ACUs instead of circuits
CRTs are now crafted in the crafting table instead of via assembler, making use of vacuum tubes
Chainlink fences now only create posts on edges or intersections
The new chainlink fence post block will always create a post, emulating the behavior of the old fences
Removed gold sands (frees up 2 block IDs)
There's now two new variants of builder's choice concrete, desert storm (the texture from the launch pad) and bronze plating (the old ICF laser texture)
Microwaves are no longer electric furnace copies, instead their recipes are restricted to things considered food
Electric furnaces now cause minor pollution (does not connect to smoke stacks!)
Increased the arc furnace's liquid buffer to 128 blocks (from 24)
The arc furnace can now accept more items depending on the speed upgrade, extending all the way to 16 with speed 3 (effective cap might be lower to prevent outputs from exceeding 64 items)
Due to technical limitations, clicking into a slot once will only place a single item, however after the item is present, the slot's capacity extends to the upgraded size
This is especially apparent when clicking items into slots by hand, and still noticeable when shift clicking by how the items spread out
This does not affect automation at all, items will stack up nicely without spreading out unnecessarily
Reduced arc furnace pollution from 15 to 10 soot per cycle
The way soot spreads has been changed
The spreading threshold has been decreased from 15 to 10
Every update, soot will decrease by regardless of whether it can spread or not (instead of only if it cannot spread)
Batteries no longer transmit in all directions, instead they transmit to their own power node (since they are also considered cables), eliminating any direction-based bias when transmitting
The base fuel consumption for the soyuz in cargo mode is now only 5,000mB
The soyuz' fuel consumption in cargo mode is now limited to its max capacity, meaning it can now fly infinitely far
Less bullshit mode's simple crafting now extends to the soldering station, all circuits, upgrades and control units are substantially cheaper
There is now an alternate recipe for standard capacitors, using one aluminium dust for two capacitors (i.e. 4.5 aluminium nuggets, vs the standard 1 niobium nugget)
Shift-clicking steel grates onto the top/bottom of a block now shifts the grate into that block (if there is space, for example for cables or ducts). The effect is only visual, and the block still occupies the position above the block that the grate has been placed at
This allows for making pipes with grates over them which are flush with the floor
The ore acidizer has been remodeled
The ports are now much simpler, having universal ports for all types instead of power/fluid being separated from items
The ports are now all located at the bottom, making it easier to connect power/fluid
There are now more ports to choose from
The machine is now one block shorter
The ladder is now wider and centered on the side
Magnetized tungsten now has a crucible recipe
In addition to the standard placement rules, Redstone-over-Radio item counters can now also be placed on any block with an inventory tile entity, not just ones with comparator output. This means that they can be connected to the ports of machines which wouldn't give off a comparator signal.
Standard RoR torches can now also be connected to things that provide direct power, not just comparator output, which allows them to be usable with radars
Due to the cost changes, the desert powerplant no longer spawns a Fat Man in its cooling tower, instead it now generates a dud
Increased most arc electrodes' durabilities
Fixed dupe regarding conveyor grabbers
Fixed soldering stations not saving progress or their fluid tanks
Fixed a bug where missile debris would always spawn with a stack size of 1 and a meta of 0
Fixed FM radios disassembling into incorrect parts
Fixed 256k tanks yielding too much steel when shredded
Fixed the wire mold only creating 1 wire instead of the intended 8 due to the changes to the wire oredict
Fixed potential crashes in the arc welder and soldering station GUIs
Chemical plants no longer output osmiridic solution at 5 PU on 528 mode, fixing an issue where it cannot supply anything because no machine accepts that type with that pressure
Fixed crash that happens when CodeChickenCore is not installed (which is rare but sure)
Updated russian localization
The powder combination recipe for steel powder now yields steel scraps instead, meaning that it has to be smelted either via crucible or arc furnace
In addition, there is now an alternate recipe combining four times the material, yielding larger steel scraps, allowing for higher throughput
The recipes for magnetized tungsten and technetium steel also now output scraps, although they lack the quadruple yield recipes
Red copper got its powder mixing recipe back, also yielding scraps instead of powder
The new autogen wire items now use texture overrides, restoring the original textures
Arc furnaces now start burning on the inside as the electrodes are inserted, making the process look a lot more violent
Arc furnaces in liquid mode will now immediately start draining their contents as soon as the lid starts lifting, instead of waiting until the lid is fully lifted
The arc furnace's lid now moves faster depending on the upgrade (each upgrade adds 50% movement speed). Do note that this shortens the timespan for cycling items, so to utilize it fully you will need multiple or upgraded conveyors.
Doubled the arc furnace's pouring speed to a full ingot per tick
Demand for hard plastic per versatile circuit has been reduced from 4 to 2 bars per board
The autocrafter now uses vacuum tubes instead of microchips
Buoyant items (fish spawned by fishing dynamite) now sink in flowing water (i.e. in a tank of non-source blocks)
Retextured all explosive sticks
Added an extra digit to the CCGT's power gauge, allowing it to have even higher outputs
Doubled the reformate gas consumption rate
Asbestos and flint are now arc smeltable, having the same silicon yields as fiberglass
The quartz glass recipe has been moved to the arc furnace
Borax can now also be smelted in the arc furnace, yielding the same 33% boron that the ore acidizer does
Silicon boules can now be mixed with liquid oxygen in an acidizer to make nether quartz
Silicon shards from bedrock ore processing now yield 3 silicon nuggets instead of nether quartz
The soldering station should now have a working recipe config instead of just generating an empty template file
Removed the old stinger rocket recipe
Removed sand to silicon AE2 compat recipe which caused sand to be shreddable into the new silicon wafers, skipping the arc furnace entirely
Fixed shift clicking into the arc furnace placing the entire stack into a single slot, ignoring stacksize limitations
Due to large changes regarding both wires and circuits, it's likely that most custom recipe configs are not compatible with this version. The game is going to work, but the affected recipes (a ton) are going to break.
Arc furnace
A large version of the arc furnace that can do several types of recipe
Solid mode smelts items like a furnace, however to work the recipe needs an ingredient or result that is oredicted as either an ore, block, ingot or plate
Liquid mode smelts items like a crucible would, effectively liquiefying metals. Non-castable materials are voided
Both modes have arc furnace exclusive recipes (smelting sand/quartz/fiberglass into silicon)
Can be upgraded only with regular speed upgrades
Soldering station
Works similar to arc welders
Used to assemble circuits from parts
New circuits
The old circuits will be phased out, the items remain but can be recycled
Circuits use an entirely new approach for crafting, instead of upgrading tiers constantly, all circuits are made from common parts
Circuits can be automated entirely with only autocrafters, presses and the soldering station, no assembler or chemplant required
Legacy circuits can be recycled in any anvil, yielding the roughly equivalent new circuit
Updated russian and italian localization
Nerfed conventional explosives (dynamite, TNT, semtex, C4) in order to not outclass small nukes
Plastic explosive blocks no longer drop and blocks
Sellafite diamond ore now shreds into diamond gravel
ICF vessel blocks now use half as much fullerite as before
ICF capacitor and turbocharger blocks are now quite a bit cheaper
MEP is no longer self-igniting
The foundry storage basin now holds 4 blocks worth of material instead of 1
The small arc furnace is being retired and is no longer craftable. However, it will still function, and it can use any type of electrode without depleting it
Wires now use the autogen system and are oredicted with the "wireFine" prefix (equivalent to GT fine wires, 1/8 of an ingot)
Removed the assembler recipes for wires
Increased the maximum durability for all stamps
All upgrades now use the soldering station for their recipes, except for overdrive
Overdrive upgrade recipes have been rebalanced
Fixed missing localization for meteorite ores and the new crucible materials
Removed the starmetal crystallization recipe, despite starmetal ore no longer existing
Fixed the ICF structure block detection being incorrect, omitting some parts
Fixed armor mods adding health showing only half as much as they actually do
Fixed RBMK fuel xenon burn function being described wrong
When converting ComparableStacks to ItemStacks, there is now a check that replaces null items with the nothing placeholder, fixing crashes caused by incorrect recipe configuration
Fixed item icon lighting in the anvil's search field
Fixed custom machine NEI handlers (again)
Fixed FEL making sounds when turned on but not actually active
ICF pellet maker
Can create custom ICF fuel pellets
Pellets use binary fuels, meaning they need two different fluids, two different solids or a solid and a fluid
Optionally, the pellet maker can accept muon capsules, each capsule can add muons to up to 16 pellets, reducing the laser input requirement
Fuels currently only have default stats, custom stats will be added in the future
To make balancing easier, ICFs will only directly convert 25% of incoming laser heat into output heat when there is no fuel pellet loaded, meaning when using fuel, direct heating does not apply
The ICF should now display its relevant values using Energy Control screens
Sodium and calcium are now valid crucible materials
All RBMK models that render as TESRs now use VBOs which should make them somewhat less laggy
Blocks like explosive charges, radioactive barrels and so on which used to explode instantly when destroyed by another explosion, now behave more like TNT, spawning a primed version of the block that is knocked back by the initial explosion
This fixes an issue where spamming too many blocks like that could potentially crash servers
Most explosives go off after a short delay, flammable barrels however will explode on impact
Removed unused permanent wings
Added recipes to the ICF parts, the ICF can now be made in survival mode (recipes are still subject to change)
Fixed ICF laser parts being considered valid when bordering an otherwise invalid dependency block
Fixed soyuz launcher NEI recipe showing the wrong amount of items
Fixed infinite xp exploit by constantly smelting and cooling things like meteorite ingots
Fixed centrifuge speed upgrade tooltip
Fixed smokestacks not working with a lot of machines
Fixed soot values being completely off for most machines
Fixed glyphid scouts not spawning in the daylight in rampant mode
New meteorite ores
All previous meteorite ores have been removed (each took up an entire block ID...) which have been replaced with a single block that uses metadata
There's now only five variants with the contents chosen to be especially useful in earlygame: iron, copper, aluminium, rare earth and cobalt
Each ore smelts into 16 items, except for cobalt which yields only 4 ingots
All meteorite ores are now equally likely to spawn
The new ores can only be smelted, shredding or other processing is not possible
ICF (WIP!)
Pellet creation and recycling
Final balancing (especially for lasers and cooling)
Uses for stellar flux
Crafting and assembling
A new tier of fusion reactor that replaces the FWatz
Powered by external lasers which are dynamic multiblocks, using fuel pellets
Construction of lasers: Place a controller, then a straight line of cells behind it, surround those with flash tubes, those with capacitors and optionally those with turbochargers (not recommended as of now)
Stuff left unfinished:
Cooling this reactor is exceedingly difficult due to the limitations of heat exchangers and the relatively low heat capacitor of most available coolants, there will most likely be more powerful ICF-exclusive coolants in the future (liquid lead? sodium compounds?)
Updated russian localization
Added italian localization
The Souyz' recipe is now available in the standard template folder
Removed some unused crap
UV lamps (2 IDs)
AMS (9 IDs)
Rotary engine (1 ID)
FWatz (8 IDs)
Meteorite ores (10 IDs)
Tiny nuclear rector (1 ID)
The small oil heaters are no longer craftable and the NEI handler has been removed, however existing ones can still be used
The loot pool for meteorite treasure blocks has been updated
Treasures are no longer senselessly progression breaking, radioactive or plain stupid (whole-ass machines inside meteorites)
The treasure now consists of mainly some rarer earlygame ingots, circuits, some gear, a small selection of armor mods and alexandrite (rare)
Schraranium processing now yields neptunium as a byproduct instead of plutonium, making neptunium easier to automate outside of the cyclotron
Using the guide book now opens a link to the new wiki
Certain earlygame things can now be recycled like stirling engines and gears
Antenna part recycling has been moved to the anvil
NTM's pickaxes now have a break speed bonus for glass
Renamed the foundry slag outlet to foundry spill outlet because people always assume it's for slag and only slag (it is not)
The description for heatable/coolable fluid tags is now written in the same line as the label
Rubber can now be made from acidizing latex with sour gas (requires just 25mB)
Heating oil can now be reformed into naphtha
Coker naphtha can now also be reformed like the other naphtha types (yields refgas instead of petgas as a byproduct)
Drainage pipes will now violently explode when voiding antimatter
Seeding slurry can now place grass over dead grass
Added an extra digit to the heat exchanger's configuration panel, allowing effective utilization of all 24,000mB per tick
Biomass can now also be made from cactii
Fixed DFC receivers not outputting power
Fixed the custom machine NEI handlers not working
Fixed a potential crash caused by invalid assembly templates
Fixed general weirdness with the schrabidium transmutator item IO
Fixed certain tooltips using the backslash escape character despite not needing them
Hopefully fixed the immense lag caused by tom post impact mechanics, burning grass will now only spread 20% of the time (instead of 100) and the world destruction handler will only process half the blocks per chunk
Hopefully fixed an issue where substations would not reliably connect to cable blocks
Fixed assembler rendering bugging out with Angelica installed and a door template loaded
Fixed medium pylon localizations
Fixed crash related to spotlights
Fixed RBMK auto rod recycling yielding the wrong items
Fixed the bobblehead and snowglobe breaking behavior being weird, causing them to drop in creative mode when broken and allowing shredded plastic to be duped using the auto shredder ability
Added
Bismuth bronze and arsenic bronze
Kind of self-explanatory
Can be made into anvils, allows for an alternative that doesn't involve 10 entire ingots of bismuth for a single anvil
Changed
Arsenic is now made from only 16 oils scrap (instead of 256) in an ore acidizer using high-performance solvent (instead of chemical plant using sulfuric acid)
Meteorite and starmetal anvils have been replaced with desh and saturnite ones
Increased the nuke flash' intensity, having 100% occupancy at the peak instead of 80%
NTM now has integration for GTNH's fork of NEI, listing all valid crafting machines on the side of the recipe page
Limited
Limited assembler input to up to 10 attempts per ingredient, fixing a rare issue where the assembler freezes the server when pulling items
Fixed fallout effects not loading chunks
Fixed RBMK steam channel recycling recipe
Rewrote the transfer part of the power system again
The current system is a hybrid of the previous transfer code and the old system
While a little bit slower than the previous transfer code, it is still much faster than the old system
This should fix issues caused by order (as order is now entirely irrelevant, just like with the old system) as well as issues caused by buffers wasting transfer capacity doing nothing
Large models no longer use display lists, instead their rendering makes use of the more modern VBO system
Models using VBOs should now render slightly faster
This also fixes an issue with Angelica where certain parts of the model would render transparently
All pylons and electrical connectors are now dyeable, using any dye (even modded ones, based on ore dict) to change the color of the cable
Colors are based on the connecting pylon, not the cables themselves, meaning that using one dye will change all wires connected to that pylon right up to the half way point
Glyphid behemoths now spew sulfuric acid instead of hydrogen peroxide
Glyphid brawlers can now leap at nearby players
The structure config has changed
Instead of a central toggle for enabling/disabling structures, there's now three possible settings, enabling structures, disabling structures or making structure spawn respect the setting from the world creation menu
Pressurized gauges like for the vacuum refinery and hydrotreater no longer have slots for item barrels (as those would logically not work), instead they show a pressure symbol
Auditory geiger counters in armors will now click based on the radiation level inside the suit, i.e. the effective exposure for the player
Diamonds are now a valid crucible material, turning into carbon at a 1:1 ratio (like graphite)
Emerald is also a valid crucible material now, turning into beryllium at a 4:3 ratio
Emeralds can now be mined as bedrock ores with a weight of 50 (half as common as iron, as common as redstone)
Tritium lamps are now substantially cheaper
Glyphid scouts can now spawn during the day when rampant glyphid spawning is enabled (artificial light however will still prevent them from spawning, keeping them out of bases)
Balefire now has a much higher ignition radius
Balefire becomes darker the more it spreads, making it possible to gauge how much further or if at all the balefire will spread
The comparator output range of the pile fuel rods has been adjusted, allowing rods to be ejected exactly when they turn into bred uranium rods
Fixed rocket artillery turret not saving loaded ammo type/count
Fixed crash caused by custom missile launchers operating without designator
Fixed meltdown elementals rendering their beam in the NEI spawner screen, causing extreme lag or the game to freeze
Fixed certain incompatibilities with Angelica, like machine models being transparent and connected texture blocks not rendering at all
(Hopefully) fixed the issue of balefire spreading forever for good
Fixed stirling engines not outputting into cables
Power buffers (i.e. things that act as both providers and receivers in the same network) now have the lowest sending priority (sending priority didn't exist until now), preventing them from wasting transfer capacity by ping-ponging before all other relevant parts of the network are done transferring
Fixed potential issue causing diodes to consume negative energy
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 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
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 instead of max(providers, receivers)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.
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)
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
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
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)
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 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
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
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
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
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 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 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 landmine
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
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
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 rare crash caused by doors on chunk borders
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
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
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
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
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
Chanded
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
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
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
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
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
Effect shamelessly stolen from NTM-EE
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
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 function of custom missile launch pads demanding a designator, preventing launch pads without designator from working even when the position is supplied by a radarcanLaunch
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
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 2024-1-16
Fixed launch pad crashing when putting a non-missile item into the missile slot
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.
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
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 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
???
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 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
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
Reworked 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
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
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 the info system not being visible with a gun equipped
Fixed a potential crash with suit batteries
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
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 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
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
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
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
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 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 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
Updated russian localization
The wood-burning generator now burns 40mB/s instead of 1mB/s
Buffed the wood-burning generator's efficiency for fluids from 25% to 50%
The particle accelerator now has a new IO mode called single mode, which only allows one item per slot
Added some color variance to the FEL's shell
Fixed wood-burning generator being 100x more efficient than it's supposed to be
Fixed arc welders eating infinite surplus energy
Fixed small wires not being crucible smeltable
Pigeons
Spawn on plains in large flocks
Will alternate between walking on the ground and flying around aimlessly
When on the ground, they can eat dropped bread (the item has a 33% of being used up)
Fat pigeons will spawn droppings when flying, these droppings will fertilize the ground below them
When hit with damage equivalent to twice their health or higher, pigeons will explode, dropping 10 feathers
when killed otherwise, they only drop a few feathers and sometimes raw chicken
Wood burner
Replaces the old combustion generator
A larger machine, has higher efficiency when burning logs or planks
Collects ashes at the same rate as ashpits
Also has an option to burn flammable liquids at 50% efficiency
Will automatically shut off if the energy buffer is full
/ntmrad
set operator can change the radiation amount in the current chunk
clear operator will remove the radiation data from all loaded chunks
Dense wires
Can be made in a crucible
Alloy and gold ones can also be made using the arc welder
Material cost is equivalent to 1 ingot
For ease of mass-production, 9-fold molds are also available
Used to craft hadron magnets, reducing crafting complexity be removing annoying upgrade recipes which make automation more complicated and needlessly inflate the amount of materials required for a magnet tier that isn't even the one that's being made
Changed many tool recipes that exclusively used polymer to now also accept bakelite
Reduced the value of hematite and malachite blocks in the crucible down to one ingot
Hematite veins are still giant, so a single vein will still yield many stacks of iron
Malachite's rebalance was done to be consistent with the bedrock ores which now exist. Malachite veins are now larger to compensate.
1000mB of red mud now makes one ingot of iron in the coker
Doubled coal bedrock ore's coal output to 8 coal
A new config option now replaces the iron and copper bedrock ores in 528 mode with hematite and malachite
the industrial generator now has three additional ports on its underside, meaning it is now a lot easier to properly automate all necessary IO
Neodymium and DNT are now valid crucible materials
Particle accelerators will now evenly distribute items using IO if both inputs are equal, making the antischrabidium recipe a lot easier to automate
Due to multiple complaints regarding the plastic bag's ability to contain radiation, plastic bags now double the radiation of the item they contain
The post impact spawning restrictions have changed, meaning that spawning things with spawn eggs is no longer broken. Due to technical limitations, this means that post impact, no mobs will spawn as part of world gen, only via random spawns.
All energy storage blocks now have a fixed transfer limit of 5% of their capacity per tick, reducing the impact of ping-ponging considerably
Trenchmaster armor no longer takes damage from self-inflicted explosions, knockback is still applied though
The combination oven no longer needs blaze powder to be made, instead it uses welded copper plates. Welded copper needs 1kHE/t to make, twice as much as welded steel.
The steam engine now only needs 4 copper coils instead of 8
Pipe and power networks now force the chunk to be saved on transfer, ensuring that rapid changes in the fluid/energy level aren't lost when the tile entity is unloaded
Fixed Fwatz access hatch not visually connecting to cables
Fixed most projectiles creating explosions with the projectile itself as the attacker instead of the player that fired that projectile
Arc welders now infinitely eat energy, please use diodes to limit the amount of energy wasted
Plastic bag
Rarely spawns in water with similar spawn conditions as squids
Will slowly drift into random directions
Can be picked up, the resulting item can be used like a backpack that stores one item
Updated chinese localization
Tweaked certain assembler recipes
Some welded plate requirements have been lowered
The plasma heater now requires slightly more resources, but yields 4 blocks per operation instead of 1
The fractioning tower now requires welded plates, but the total steel cost has been reduced by roughly a third
The cyclotron now has three automation ports on each side, corresponding with the colors of the three input pairs
Updated the PWR sound
Fixed multi fluid ID's search not behaving correctly
Fixed jetpack's description using unlocalized fluid names
Fixed the CM structure wand being broken when used in most directions
Fixed the custom machine recipe handler using the original references to the output stacks, causing the chance percentage indicator getting stuck on the actual outputs
Fixed the desh suit's boot models not being separated from the legs
Fixed dupe caused by defusing TNT-like blocks
Fixed containment box being able to contain itself when using the number keys, crashing the game
Fixed a critical game-breaking error where the custom tool's ability toggle is misspelled
(Hopefully) fixed the vampire ability not firing the onDeath event, causing the target to not drop any items and any death releated events to not happen
Fixed water creatures vomitting when irradiated, when they logically shouldn't
Fixed arc welder recipe template file not being generated properly
Added
Crystalline fullerite
A late-game crafting material that is currenly only used to make the FEnSU
Made from extracting fullerene from fine soot using high-performance solvent and a SILEX
Arc welder
Similar to an assembler, but without templates
Can combine up to 3 items and one fluid
Recipes vary in duration and energy consumption, welding together osmiridium plates requires the output of powerful reactors
Custom fluids
A config for adding custom fluid types
Sets basic stats, color and textures
Fluid tratis can be applied using the already existing fluid trait config
The fluid trait config has been renamed to prevent name clashes
Recommended greyscale textures recommended for the custom fluids are custom_water, custom_lava, custom_oil and custom_toxin
256k tanks do not have a label for custom fluids, but the tank's color will match the fluid's tint
Custom machine structure positioning anchor
Allows automatic generation of custom machine block configurations
Simply replace the controller of your custom machine mockup with the anchor, then link it to a custom machine structure output wand and select the two diagonal points
The resulting JSON structure will be saved in the config folder
Welded plates
Made from welding together two cast plates in an arc welder
Now used in many progression-relevant machines, meaning that energy demand now more closely matches the energy production of progression-based generators
Many recipes have been adjusted to now use cast plates or welded plates
Changed
Schrabidium explosions now ignore all blocks at Y:0, not just bedrock. This means that bedrock ores and oil are spared
Drone waypoint connections only show up if a drone or a logistic block is held
Fixed
Fixed RTG energy connectors being backwards
Bugs
Apparently, the search on the multi fluid identifiers is now case-sensitive
Added
Expensive mode
Horrible new config option that replaces several crafting items in key machine recipes with the all new heavy components
Heavy components are 256 cast plates combined in an assembler
Changed
Drones are now made from plastic
Fixed
Fixed the new falling block implementation crashing on certain blocks
Caution! Drones haven't been tested in multiplayer yet, and chunkloading drones haven't been tested at all. Be sure to make a backup of your world. Using this version is not recommended on servers, but if you like to liver dangerously, I won't stop you.
Added
Powered condenser
A large form of the condenser that is 10x faster than the large cooling tower
Needs 10HE per mB condensed (roughly 5% of the power output from steam, using industrial turbines)
Allows for more compact setups, setups underground where cooling towers wouldn't fit, and ones with ridiculously high LPS throughput where multiple large cooling towers were necessary
Transport drones
Will move in a circular path between transport drone crates, loading and unloading either items or fluids
Finally allows for automated long-range transport without ridiculously long conveyor belts or impractical pipelines
Come in 4 variants, slow and express, each can be chunkloading or not
To create a route, place crates in input and output mode, then add waypoints for avoiding obstacles, get a transport drone linker and click on each waypoint/crate in order, then shift-click to delete the last cached position from the linker (in order to not screw up future links)
Waypoints can be adjusted in height, right click or shift-click to adjust the offset of the actual waypoint compared to the waypoint block. Make sure to adjust the waypoints before linking.
Waypoints are unlimited in range, as all they do is tell drones "go to XYZ position", it's just necessary for the previous waypoint to be loaded during the linking process
If there are no obstacles between the two crates, waypoints are entirely optional.
Logistic drones
An automated system that detects supply and demand and sends logistics drones to transport items
Drone docks will detect logistics waypoints (different from transport waypoints!), providers and requesters in a 11x11 chunk range
Docks, providers, requesters and waypoints will connect to each other automatically in a 5x5 chunk detection range with a maximum range of 24 blocks
Logistics waypoints have an offset of 5 blocks which cannot be changed, unlike transport waypoints. The offset's direction obviously changes with the orientation of the waypoint block
For debugging purposes, the connections are currently visible, this will be cchanged in the future
Drones have a path depth of only 10 hops, pathfinding cannot go further than 10 waypoints/crates/docks
Requests are created by requester crates if a request filter is set, and the requested item is not present in its buffer
Provider offers are created automatically if a provider holds an item
Docks will spawn a logistics drone if a drone is loaded (it can hold up to 9), the drone will path to the provider, then the requester, then back to the dock where it will try to jump back into its inventory
A dock will randomly choose a provider-requester pair in its range every 5 seconds, to supply larger logistics networks, use more docks
Changed
Updated russian localization
Retextured the groundwater pumps to be more NTM-like and less GTCE-like
There is now a custom implementation used for falling block entities used by things like impulse grenades, the nuke's shockwave and anvils
This should fix crashes caused by improper implementation of certain modded blocks not working with the falling block code
This also makes it so that anvils render properly when falling
The new falling blocks are a bit more janky and less smooth, most likely because of some hardcoded mojang hack that smoothens out the vanilla one that I couldn't find
The redcoil capacitor has been reverted to use meta instead of NBT, making it easier to automate with meta-based filters
The default config for gas pockets has changed, explosive gas is now disabled by default while the much less dangerous flammable gas is now more comman to compensate. Delete your config file for this to take effect.
Fixed
Fixed issue where for certain system locales, the thousand separator would display as an NBS which can't be rendered using mc's font renderer, yielding an ugly unknown glyph
Fixed critical IO issue where assemblers and chemical plants would ignore side IO restrictions and import/export items from slots that they really shouldn't
Combination ovens no longer produce soot when not in use
The power detector now has the connection priority "HIGH", which should fix issues where they don't receive any power in larger networks due to their low network weight
Fixed power gauge blocks sometimes crashing servers because of improper OC compat, the compat has been removed for the time being
Fixed blocks with the "Any" ore dict prefix being shreddable, converting things from ore dict groups
Fixed fusion reactor exploding into un-welded magnets, wasting tons of steel in the process
Fixed assemblers not saving their power buffer or progress
Fixed combined cycle gas turbine creating 25x more soot than it's supposed to
Added
Telex
A basic message system using redstone over radio
Allows messages to be sent at a rate of 20 characters per second
Features things like text formatting, printing and the terminal bell
Ground water pumps
Come in steam-powered and electric variants
Faster than their infinite barrel counterpart
Need to be placed below Y:70 and on solid ground to work
Compatible floor blocks include all dirt variants and sand, the pump will not work when placed on pure rock
Schrabidate capacitor
Can store 50GHE
Express conveyor belts
Work like regular single-lane conveyor belts but 3x faster
Industrial smokestack
An even larger smokestack, matching the size of the coker unit
Reduced pollution by 90%, as opposed to the brick smokestack's 75%
Power gauge
Like the flow gauge pipe for cable networks
Shows the total amount of power being transferred within the connected network
Trenchmaster armor
A new unique set of armor that is currently unobtainable
Has new traits like faster reloads, a 33% chance of not using up ammo and step-assist
Changed
Updated russian localization
The UAC pistol's UV now looks prettier
The UAC pistol now fires a burst on right click
CCGTs can no longer have smoke removed from them, on the count of there not being enough connections anyway. The pollution rate is now equivalent to three small furnaces
The DFC receiver is now crafted with a block of DNT instead of sellafite corium, on the count of sellafite corium being near impossible to get
Fireclay now has a third recipe, being craftable from clay, limestone and sand
A whole clay block can now be combination smelted into a block of bricks
The pipe clanking sound is now also used when placing regular pipes as opposed to only when pre-defined pipe items are used
Josh now has a burst fire mode using RMB
The smokestack's recipe has changed, now requiring a steel grate for catching ashes
Simplified the decorated cobalt tool recipes, they now only require one cobalt tool and one hot bar of meteorite in an anvil
Changed the starmetal tool recipes
Cobalt armor is now crafted with steel armor and cobalt billets, making the armor substantially cheaper
Sightly increased protection levels for the security armor and cobalt gear
Cobalt, decorated cobalt and starmetal gear is now a lot more enchantable
The ashpit now has a NEI handler, showing roughly how ash types are made
Smokestacks now capture fly ash and are now compatible with ashpits
Industrial smokestacks can also capture fine soot
Reduced strings required for making coal filters, filters are now also available in tier 2 anvils
Fireboxes and heating ovens can now be disassembled in tier 2 anvils, yielding most of the resources used for making them
Signal beacons now only spawn half as often
Fixed
Fixed the bomber not spawning if the chunkloading radius is too small
Fixed a couple spelling mistakes like BFB fuel being called ZFB and the broken ZIRNOX
Potentially fixed a compat issue where galacticraft moon soil isn't shreddable into NTM moon turf
Hopefully fixed the disappearing fluid bug once and for all
Fixed lag caused by the radiation system needlessly loading chunks
Fixed secret folders giving volatile templates instead of persistent ones
Fixed the ore dict registry happening in a later loading phase instead of PreInit which should fix some compatibility issues
Hopefully fixed issue where the tom impact effects will last even when switching worlds
Fixed logspam caused by custom machine crafting handler
Fixed issue with the assemblers and chemplants where recipes with larger input requirements would break the input funnel
Fixed crash caused by reloading when the ammo item is in the last slot
Power and fluid networks will no longer transfer amounts less or equal than 0, preventing negative values and removing unnecessary operations where nothing would happen anyways
Fixed bug where damage sources that bypass iframes would deal significantly more damage if the victim has taken a lot of damage prior
Fixed duplicate balefire shell existing, the one that was usable was not the one that was craftable
Added
Conveyor press
An upgraded version of the electric press that can be integrated directly into conveyor belts
Each pressing operation will process however many items happen to be at the belt at the time, so given enough conveyor infrastructure it can be much faster than a normal electric press
Has no GUI, stamps are installed either by hand or via automation
Stamps can be removed with a screwdriver
Can only stamp single items to avoid issues with stack limits, so it's best to use ejection speed instead of stack ejection upgrades for the conveyor ejectors
Changed
Chlorophyte rounds now deal 2x more damage than their standard counterparts instead of 1.5x
Chlorophyte rounds now penetrate multiple enemies
Decreased chlorophyte targeting range from 200 to 30 blocks
Josh now has recoil and reload animations
Anvil recipes for upgrading ammo types have been adjusted to match the crafting batch size
Adjusted the corium block destruction function to be more in line with the recent concrete nerfs
Reduced the blast resistance threshold for FEL, making concrete once again resistant to lasers
Crafting bullet assemblies now only yields one item, it's that one assembly that turns into a full set of bullets after being pressed once. This should reduce the amount of press operations by up to a factor of 64.
5mm assemblies now yield 64 instead of 32 bullets
The production complexity and time for making thermoelectric elements in the assembler has been reduced
Thermoelectric elements can now also be made in a tier 2 anvil
Changed electric press recipe, crafting complexity has been reduced and the press now uses hydraulic pistons
Removed DFC emitter beam cap again since the core already imposes a natural limit due to fuel consumption
I don't know why anyone would need a DFC that strong anyway, but now you can have them again
The UAC pistol now has a crafting recipe and can also be found in structures
Fixed
Fixed logspam when pollution handler tries to save the pollution data for dimensions that have never been loaded before
Fixed dead leaves layer not being replacable by other blocks
Fixed rock layers like schist, hematite and sulfur caves not spawning at all
Fixed rock layers replacing end portal frames or bedrock
Fixed FEnSU instantly voiding all energy when sending
Fixed some conflict causing the nuke flash to be applied permanently
Fixed flux level not resetting when rods are above melting point with meltdowns disabled
Fixed crash caused by express delivery shells
Fixed 4 gauge solid steel slugs not being made from steel
Fixed missing lang entry for fluorite ore
Fixed UAC pistol UV
Added
PWR
The successor to the old large nuclear reactor
Has some design similarities with the RBMK, but in 3D
Relatively easy to build and safe to operate
Does not use any tile entity rendering and all math is pre-calculated when the reactor is assembled, making this one even more performant than the old large reactor
Balancing might change, so keep that in mind when updating in the future
Sodalite
A gem that can be extracted from fluorite or lapis ore
Can be heated in the combination oven to make sodium and chlorine
Liquid sodium
Valid PWR coolant with high efficiency rating
Made by liquefacting sodium
Liquid thorium salt
Valid PWR coolant
Has a high flux multiplication rate, boosting fuels
After cooling, the depleted salt has to be reprocessed using a chemical plant
Creative stirling engine
A stirling engine with 100% efficiency and no heat cap
Still has the 10% delta-T heat transfer rate as the other stirlings
Great for quickly benchmarking reactors without needing to set up a turbine cycle
Changed
Bedrock fluorite ore now yields actual ore instead of fluorite directly
Blocks that fall from fallout effects no longer drop items when falling on small blocks, preventing issues like gas blocks being dropped
Bullets no longer need primers to be crafted, primers no longer exist at all
The automatic buzzsaw can now use wood oil, ethanol, fish oil and heavy oil to run
Fluorite ore is now centrifugable
Fluorite crystals now centrifuge into slightly less fluorite but also yield sodalite
Blast resistance values for most resistant blocks have been changed, most blocks now have much lower resistance which means there's now a practical difference between concrete and ducrete. Resistance values also match the block's cost more closely.
Using a screwdriver, the input and output sides of conveyor cranes (inserters, ejectors, etc) can now be configured, allowing them to operate around corners
Sandstone's blast resistance is now as high as stone's, but only against nuclear explosions
The tsar bomba model has been updated
The nuclear explosion animation has been replaced with the TOREX system, instead of a static model that moves around, the mushroom clouds are now made of simulated particles
Sellafite now uses random ticks instead of scheduled ticks every second, while this does reduce its radioactivity quite a bit, it prevents the tick queue from slowing down to a crawl with large amounts of sellafite from nuclear explosions
Conveyor blocks now have tooltips explaining what they do and how they can be configured
The large reactor still works despite the PWR being added, but the parts have been made uncraftable
Unused watz parts have been hidden from the creative inventory
Removed the bedrok coltan ore, since it was replaced by generic bedrock ores anyway
Updated decal on the congo lake grenade launcher
Fixed
Fixed FEnSU's IO limit not working properly
Fixed overflow caused by uncapped Spk values of DFC beams, they are now capped at 9,200,000 Spk
Fixed smooth lighting not working on connected textures
Fixed the Thermos preventer not working on Crucible type servers
Fixed pollution save files not working correctly on certain Thermos forks
Fixed blast furnace output overstacking
Fixed potential crash caused by centrifuges trying to create a recipe using non-registered items
Fixed chemplant GUI crashing when too many upgrades are applied to a short duration recipe
Corium is now a finite fluid, fixing an issue where a single fuel rod can be used to create a giant blob of corium, lagging out the server
Fixed bullets not being able to pass things like tall grass
Whether the player has received a guide book is now saved as part of the extprop which might fix an issue where offline mode players get a new book on every start
Fixed electrolyser fluid recipes not showing the input amount
Added
Analysis tool
A more universal version of the power net analyzer
Currently only works on fluid networks though
In addition to seeing links and subscribers, the analysis tool also displays subscriber positions as well as a log (up to 50 entries) of what block received how much fluid
This should finally give more insight in the bug that rarely causes fluids to disappear
Leadburster
A 40mm launcher grenade that doesn't explode, instead it attaches itself to a block and starts firing bullets
Fires in circles for 2 seconds before it self-destructs
Congo lake
A 40mm pump-action grenade launcher with a capacity of 4 rounds
Lantern
Cheap and fancy illumination
Will blind glyphids in a small radius
Glyphids don't actually have eyes, just don't think about it too much
Ashpit
An optional part that can be placed under fireboxes and heating ovens
Collects ashes, producing one ash pile for every 10 furnace operations worth of fuel
Ash comes in different types like wood (from planks, logs and saplings), coal (coal, lignite and coke) and generic (everything else)
Ashes can be used as dyes, for making industrial fertilizer, as low-efficiency furnace fuel or for carbon in the crucible
Coal ashes can also be centrifuged, returning the flammable content as unburned coal dust as well as a small amount of boron
Changed
Updated polish and chinese localization
Flechettes now get stuck in blocks for a few seconds
NBT kits now display the amount of items in a stack
Removed the special nuclear meteorite
Fixed
Fixed thermos crashing config hitting before the config is saved, resulting in an empty config the first time the server is launched
Fixed heating oven not visually connecting to exhaust pipes
Fixed loot blocks not correctly rendering items that require multiple render passes
Fixed special meteorites spawning in worldgen
Added
Electrolysis machine
A large machine that can do the chemical plant's electrolysis recipes, as well as crystal processing
Crystals are turned into molten metals as well as byproducts, the metal can be cast using foundry blocks
Processing crystals requires nitric acid and yields more than what the centrifuge would give
Environment suit
An airtight suit for diving with high radiation resistance
Relatively cheap, but protection is comparatively low
Has sprint assist and accelerated diving
Changed
Bedrock ores now spawn in the nether
Nether bedrock ores include red phosphorus, quartz and glowstone, all yielding the items directly instead of ores
All current nether bedrock ores are tier 1 and do not require any bore fluid
Custom machines now show their recipes in NEI
All it took was battling NEI's source code for 3 hours and my sanity
The chlorocalcite centrifugation process now requires 8,000mB of sulfuric acid instead of 100mB of water
Mixed chlorocalcite solution now requires flux as a reducing agent
All chlorine producing electrolysis recipes have been moved to the electrolysis machine and can no longer be done in the chemical plant
If only there was a much simpler recipe that may have existed at some point, life could be a dream
Zirconium and lithium are now recognized crucible materials
Glowstone now yields 100mB of chlorine in the combination oven instead of the initial 50mB
Fixed
Fixed custom machines not sending fluid
Fixed custom machine item IO not working beyond the first slot
Fixed the player's arms clipping through the armor model when punching
Added
New command /ntmsatellites
/ntmsatellites orbit will send the held satellite into orbit
/ntmsatellites descend <frequency> will delete the given satellite
Changed
Updated russian localization
It's no longer possible to insert items into the satellite cargo pad, it's only for unloading
The satellite linker will no longer assign new frequencies in the randomizer slot if that frequency is already taken
Custom machines will now show a hologram showing how they are built
Fixed
Fixed crash caused by mobs spawning in highly polluted area
Added
Custom machines
However, using them is not mandatory, the only functional block is the port which is most likely needed for automation, although the machine's controller itself also serves as a port
Simple processing multiblocks that can be created via config
The config found in hbmConfig/hbmCustomMachines.json defines the input and output slots, fluid amount, speed and consumption multipliers as well as the multiblock
The config in hbmRecipes/hbmCustomMachines.json defines the recipes for all multiblocks with inputs, outputs base speed and consumption rates
Currently, custom machine recipes do not show up in NEI, a handler will be added soon
All recipes are shaped, even the fluid types, this was done to improve performance
Item inputs have filter slots for automation, this allows the right ingredients to be inserted into the right slot easily. For simple machines, this slot can be left empty so any item can be inserted.
By default, the standard config creates one custom machine with one recipe called the paper press, turning sawdust and water into paper
More examples can be found in the configs attached to this github release
Custom machines can also be configured as generators, using up item and fluid inputs and turning them into energy
While changing the configs and adding/removing machines in an existing world is possible, this is not recommended because of potential ID shifts of the machines, breaking existing custom machines in the world
With custom machines, quite a few otherwise unused construction blocks have been added which are recommended to be used for custom machines as they come in tiers, have reasonable cost and mesh well visually with the multiblocks
As with all configs, it is vital that clients and servers have the same configs as they are not automatically synced when joining a server
Changed
Additional OC compat for fluid gauges
Crates now display their contents when in item form
Fixed
Hopefully fixed an issue where pollution-based mob buffs apply multiple times, resulting in near-unkillable mobs
Fixed exploit allowing the cap for shield infusions to be bypassed
Fixed tier detection mode in the radar detecting the
Y-position instead of the actual tier
Fixed missing parenthesis in sigmoid curve's description
The following demo files add a few more machines in addition to the paper press:
Electric blast furnace (makes steel and red copper)
Bakelizer (cheaper bakelite recipe)
Generator (turns uranium ingots into lead and energy)
Added
UAC pistol
Uses the .45 caliber
Cryo cannon
Freezes entities
Can only deal damage to already frozen entities
Damage is proportional to max health, dealing more damage the stronger the mob is
Template crate
A cheap 27 slot crate
Assemblers will insert their loaded template into the template crate after doing one operation with it
Assemblers will also pull templates from template crates if no template is currently loaded
This hopefully makes certain types of automation like AE2 easier as the template is therefore treated like a crafting ingredient that is returned afterwards
More coilgun ammo
Ferrouranium ball that has higher damage, higher wear and breaks blocks with higher resistance
Rubber ball that deals immense knockback to entities and bounces around
Changed
Making LPG in the compressor now requires two compression steps
This fixes an issue where polymer is unobtainable in 528 mode since petroleum at 1PU not being obtainable
Fire and cryo damage now bypasses glyphid's armor, being unaffected by the armor's damage reduction and not being able to break off armor either
Fire now deals 4x more damage to glyphids
Cryogenic fluids from the chemthrower no longer deal direct damage, instead freezing the target
Once the target is already frozen, it will deal damage and apply the same effects as it used to
Decreased the damage caused by hot fluids in the chemical thrower, regular steam no longer instantly vaporizes nuclear creepers
Decreased acid damage and armor damage for corrosive liquids in the chemical thrower
Glyphid hives have been made half as common, delete your config for this change to take effect
The assembler now uses more modern code that lets it take and insert items from all storage blocks and not just NTM crates
This new code also causes assemblers to only take as many items from containers as are actually required instead of sucking up as much as available whcih would cause clogs
Assemblers and chemical plants now take the required items from containers instantly instead of only taking a single item per tick
The universal projectile entity has been updated, it now uses a much better synchronization and interpolation method that prevents position desyncs after bouncing
This also fixes issues where bullets could not damage multiple entities within the same tick, if they could penetrate them
The old system also had issues with spectral bullets not damaging entities right behind walls, which has been fixed
The coilgun now destroys solid blocks in its path
Glyphids no longer use extended 128 block targeting unless soot pollution crosses a certain threshold (1 by default)
Fixed
Fixed issue where mk5 explosions would behave weirdly in their origin chunk, often blowing through bedrock and thick layers of concrete
Fixed saturnite rifle disappearing in third person when scoping
Fixed cables not visually connecting to assemblers
Fixed hot blood not having a texture
Added
Industrial boiler
A slightly taller variant of the boiler with higher capacity
Unlike the regular boiler, it can't explode
This is ideal for applications where closed cycles are not possible, like crude oil refineries, as the machines after the boiler are usually the bottleneck, causing the boiler to run full
Redstone-over-radio counter
This process works fine with the chemical plant, chemical factory and the assembly factory. The small assembler currently still uses older code which doesn't limit the amount of items pulled, so fully preventing clogs is not possible as of now.
Expect a fix next week
Can count and send the amount of an item stored in a container
Counting supports filters by item ID, ID+meta and ore dictionary names
Each torch can count up to three items and output the results on different channels
This allows for more precise control over things like assembler chests, like turning off the ejector for an item that is already full but not other ejectors
This property makes automating things with multiple inputs a lot easier
Due to the ore dictionary ability of the counter, buffered items can precisely match the requirements of the recipe
Particle collider cooling unit
The first tier has a flat bonus if the particle is cooled, with a penalty after the overcooling threshold has been crossed
The second tier has a cooling function that peaks at a certain point and slowly decreases below 1 if overcooled, requiring more precise placement to get the full efficiency
A block that can replace coils in a particle collider
Will increment a new "cooling" value which depletes over time and makes coils more effective
Overcooling causes a penalty, so coolers cannot be spammed and need to be carefully spaced out
Allows for even more compact particle accelerator setups
Comes in two tiers
Benelli M4
Automatic 12 gauge shotgun with a drum mag
Coilgun
A single-shot gauss pistol that fires tungsten balls
Shots penetrate blocks
Changed
The regular boiler now only holds 16k instead of 64k (which is still a lot)
Added labels to the large mining drill's levers
Glyphid eggs can now be broken apart using an anvil, yielding glyphid meat, bones and experience bottles
The assembler now uses the new multiblock system, making it less annoying to place and less ear-piercing to break
The conversion happens automatically so it's not necessary to remove the assemblers
While this process has been tested, it's still good practice to make a backup of your world beforehand
Reload canceling is no longer possible if no rounds have been loaded yet, preventing single round weapons like dart guns to be reload canceled
The saturnite rifle now has a functional scope
Rechambered the bolt action rifles to 7.62mm, with a mag of 5 rounds
The compressor can now turn 4,000mB of petroleum into 2,000mB of LPG
The lunatic marksman now has a crafting recipe
Glyphid armor no longer absorbs all incoming damage when breaking off, instead 25% of the damage will bleed through, making it possible to oneshot them with powerful enough weapons
Fixed
Fixed quantity of the fusion reactor's construction recipe not being displayed right
Fixed fluid valve and redstone fluid valves having the wrong behaviors, being effectively switched
Fixed mobs' max health getting buffed by pollution, but the actual health staying the same
Fixed bug regarding the loot pools of satellite miners
Fixed rocket artillery creating the wrong type of slag
Fixed fluid valves not being able to have a fluid assigned by clicking directly on them
Fixed the kyiv special not actually exploding
Fixed combuston generator not properly syncing the burntime
Configs for all things pollution related
Pollution in general can be turned off, smog can be disabled and adjusted, different poison types can be disabled and the threshold for spawning tougher mobs can also be changed
Glyphid meat
Dropped by glyphids (duh)
Can be grilled
Glyphid eggs
Dropped from glyphid spawners
Currently unused
Fluid valves
come in manual and redstone variants
Smokestack
Most polluting machines can now be connected to a smokestack with exhaust pipes
The smokestack will vent the pollution created by the machines, reducing it by 75%
Compatible with soot, heavy metal and poison pollution
Sliding blast door
Everyone's favorite from 1.12
Has multiple skins that can be applied
Helium-4
Used in helium-4-oxygen plasma
Made from ionized particles in a liquefactor
Glyphids now have a config for a global spawn limit, which is 50 by default, no more than this many glyphids can be created at once
Removed the old oil and gas ducts for good
FBI agents and drones no longer take damage from rosenberg pest control boxes
Compressors now have a base consumption of 2,500 HE/t instead of 10,000
On 528 mode, gas shale now only contains 50mB of petroleum instead of 250mB
Xenon-mercury plasma has been changed into helium-4-oxygen plasma
This means that current xenon-mercury setups will no longer work
Fixed player extprops like the HUD or backpack toggles not saving
Fixed desync caused by teleporting between dimensions, switching toggles for HUD or backpack
Fixed potential issue causing the plasma heater to overfill
Fixed back connector of the compressor not working properly
Fixed a dupe regarding one of the conveyor blocks, not telling you which, though
Added
Volatile creeper
Can only spawn below Y:40 with a chance of 10% compared to normal creepers, in groups of 1
Explosion respects blast resistance, but isn't weakened by it, making the hole circular
The edges of the hole will be turned into a special form of slag, which can be mined for slag and used to make calcium and fertilizer
Golden creeper
Even rarer variant at 1%
Identical to the volatile creeper, but explodes into gold ore instead
Changed
Phosgene creepers can now spawn naturally
Creepers are no longer hurt by tesla coils
Fixed
Fixed damage on the charged tau cannon
Fixed forge fluid registration for buckets not considering the empty buckets, breaking certain compat
Fixed watz powerplant duping itself when mined
Fixed burner press consuming the lava bucket with the bucket
Fixed cholesterol solution tank texture being broken
---以下为中文翻译---
添加
不稳定的爬行者
只会在y轴坐标 < 40的时候生产,概率相较于普通爬行者为10%,一次生成一只
爆炸范围会参考爆炸抗性,但是并不会因此而衰减,所以会产生一个球形的弹坑
弹坑的边缘会变成一种特殊的“炉渣”,可以在处理后用来制作钙和化肥
金制爬行者
与不稳定的爬行者相同,但是生成概率相较于普通爬行者仅为1%
爆炸方式与不稳定的爬行者相同,但是弹坑边缘不是炉渣,是金矿
修改
光气爬行者现在会自然生成
爬行者现在对特斯拉线圈的伤害免疫
Bug修复
修复充能陶子炮的伤害的问题
修复Forge流体桶不考虑空桶的情况下,破坏某种特殊的compat (?)的问题
修复Watz反应堆在被破坏时复制的问题
修复火力锻压机在使用岩浆桶做为燃料时不会返还桶的问题 (把桶给吞了)
修复胆固醇溶液储罐的材质Bug
Added
Sentury turret "Brown"
A new turret inspired by the old fan favorite cheapo gatling sentry
A twin barrel 5mm turret with a single block footprint
Has only a small range, Limited elevation/depressionand does not have thermal vision (i.e. detecting invisible players)
Despite this, it's an easily obtainableand affordable way of automating defence in early game
Changed
Updated russian and chinese localization
The ore acidizer now has a more modern GUI and a more changeable acid type
Certain acidizer recipes now require a specific acid. Most recipes still use hydrogen peroxide, certain rarer ores and the second bedrock ore processing step now requires sulfuric acid
Certain acidizer recipes now have variable process time, utility recipes such as making leather or meteorite fragment only take 5seconds instead of 30
Hopper IO will now check if the input of an acidizer can be processed with the loaded acid type, and decline if the required acid typedoes not match
All turret that does not fire explosive ammo are no longer blast resistant, allowing gun turrets to be blown up.
The chemical plant's texture has been changed, it's no longer rusted all over and the fulid tanks are now metal instead of glass
The bomb creative tab now uses the much more iconic Fat Man instead of the levitation bomb as it's icon
The gasmask dropped by the mask man now comes with a combo filtter attached (instead of no filter at all)
Armor radiation resistance values can now be adjust with a config, adding completely new armor sets or remobing resistance is also possible (hbmRadResist.json in the hbmConfig folder)
Centrifuge recipes can now have fewer than four output stacks, allowing for more customizability when using the config
The hbmRecipes folder now has an informationfilt that explaining that recipe configs are only read when removing the leading underscore from the file name.
Turrets now use different line-of-sight check that ignores non-colliding blocks, allowing them to detect entities behind tall grass and other small blocks
Fixed
Fixed crash by all pattern matching tiles (covneyor soters, ejectors) when NBT isn't loaded properly.
Fixed certain ways of power distribution (battery mostly) not calling the cleanup function , leaving the unloaded "zombie" machines as a part of the net which void energy
Fixed the DFC model being offset by half a block
Fixed post-impact firestorm not affecting RBMK columns, boilers and condensers correctly
Fixed miner's battery slot now working
Fixed bedrock ores always generating without acid requirement
Added
Added new ammo variants
7.62mm, lunar sabots and micro singularities are not yet used, more guns will be added soon
Atlas and the Thompson have been rechambered to use .45 ACP
12 Gaugepercussive cap
A shell with high powder load and no projectile which deal damage in a small AoE in fromt of the player
Cheese quesadilla
Changed
Most ammo types now use item metadata instead of being unique items. The old ammo items turn into compatibility items, recognizable by their red color. Compatibility items will turn into proper metadata ammo when in the player's inventory.
Removed a ton of unused assets, reducing the mod's size by almost 5MB
The ammo container will now only give ammo to ItemGunBase type guns, auto-detecting the first relevant ammo it can use.
Heavily reduced the amout of variety of ammo dropped by painsaw ability, making it still a good way tf grtting free ammo while not being senselessly overpowered
Upgrading 5mm roundsin an anvil now happens in bulks of 100 rounds per piece instead of 10, making higher tier rounds a lot of cheaper.
This does not apply to SM rounds which requires 25 rounds per piece
Changed the 5mm round texture to be longer (due to be a bottlenecked rifle round) and having a belt (to tell it apart from .22lr)
Most guns and turret will now eject casing particles, either when firing or when reloading. The casing will look roughly like the used ammo, being scaled and tinted depending on the type. Large rounds and incendiary ones will emit a trailof smoke when ejected.
Some guns like the OSIPR and .45 ACP ones don't have casing ejection enable yet.
Using sights on guns will now zoom in when using sights such as Lil Macintosh,the Big Iron and Big Samuel. The ability to use sights will be added to more guns later on.
Lil Macintosh's scope is now properly functional, zooming by factor of 4 and replacing the crosshair with a proper scope overlay
Artillery shells and rockets now use a modified explosion type which does raytrace checks for entity damage from multiple locations offset around the center. This make it so that slight bumps in the terrain of small pillars no longer absorb all the force of a 16"artillery shell
Fixed
Fixed giblet particles wobbing around as the player moves
Fixed rounding issues with Mk5 explosions
Fixed potential crash with fulid icon localizationbeing loaded serverside
Fixed overdrive in mining laser being able to dupe items by collecting them multiple times within the same tick
Forgot to fix overdrive level not being capped, whoops
Fixed potential crash with biome list being loaded too early, making it collide other mods' ASM
Fixed XP dupe with experience bags
Fixed bullet ID shift combined with unloading old bullet entities making the player constantly vomit nuclear stinger rockets
Fixed guns reloading when hitting R in an open menu and not just while in game
MD5:2022a914c1441165d5a3e2b00f3068b8
SHA1:fafe62f98893c637f15ac512d90486e0ab2cbd8f
(Mostof the code by UFFR, it just took two weeks smushing it all in there)
Added
New bedrock ores
Titanium (tier 2, sulfuric acid)
Tungsten (tier 2, hydrogen peroxide)
Gold (tier 1)
Coltan (tier 1, replaces old coltan bedrock ores)
Changed
Hematite no longer spawns in small veins and is now only obtainable from large hematite layers
Malachite veins are now 50% larger
Fixed
Fixed fallout config not correctly reading chance and distance values
Fixed mining laser eternally stuck trying to mine air, making it unusable
Fixed some structures using the wrong type of steel scaffold due to the metadata change
Added
New bedrock ores
Requires a level 2 drill bit and hydrogen peroxide
Requires a level 3 drill bit and sulfuric acid
Requires a level 2 drill bit
Asbestos
Borax
Niobium
Changed
Updated russian localization
Large mining drills will now also mine ores at the border of the drill shaft, using the same detection rules as the vein miner
The pickup radius for the large mining drill is now a bit larger in order to encompass drops from slightly outside the drill shaft
Reduced the drill's vein miner range from 15 to 10
Adjusted copper bedrock ore color
Fixed
Fixed crash caused by RBMK meltdowns
Large mining drills will not ignore NTM gas blocks
Fixed 256k tanks crashing instantly on servers
Added
Paintable cable
Like paintable fluid ducts, but for energy
Large mining drill
Integrated crusher for automatically shredding items
Walling for closing off caves
Vein miner (if the drill bit supports it) which is compatible with all blocks that use the "ore" prefix in the ore dictionary
Silk touch (if the drill bit supports it) which works together with the crusher to get extra resources out of ores that don't drop themselves like diamond
A much larger version of the automatic mining drill
Relatively cheap
Requires a drill bit to function, drill bits come in different tiers and with/without diamond coating
Comes with new optional features such as:
Has an internal tank for bore fluid which is currently not required
Can mine new bedrock deposits, each deposit has a requirement for the drill bit level and bore fluid
Bedrock ores
A generalized bedrock ore block that can yield anything
The world generator currently only generates bedrock ores for iron and copper, both requiring only a level 1 drill and no bore fluid
When mined, the resulting item can be centrifuged and acidized several times to increase the yield up to 64x, with the final item being equivalent to the base ore (for example enriched iron is equivalent to iron ore and can be shredded, centrifuged or acidized)
At any point, the ore processing chain can be cut short by shredding, yielding the enriched item (but at a lower yield)
The ore processing chain isn't final, the acidizer aspect will most likely be changed in the future (requiring different solvents)
Colored steel scaffolds
Come in red, yellow and white variety
Blowtorches
Come in normal (natgas) and acetylene (unsat + oxygen) varieties
The standard blowtorch is much cheaper and easier to fuel but can only hold enough gas for 4 uses
Coke blocks
They're blocks made from coke
Come in coal coke, lignite coke and petroleum coke variants
Industrial mixer
A very cheap and compact machine similar to the chemical plant
Can perform a couple of the recipes that the chemical plant could do, such as mixing petroil, leaded fuels, coolant, cryogel and fracking solution
Doesn't need templates, the recipe is determined by the output fluid type
Can take the same upgrades as the chemical plant and only has half the base energy consumption (50HE/t)
Changed
The broken FM radio now has a GUI allowing it to receive Redstone-over-Radio signals
Depending on the signal, it can play the same notes as note blocks
The format for a note goes:
<instrument number, 0-4>:<note number, 0-11>:<octave, 0-2>
Multiple notes can be played within a single tick, in that case the note definitions have to be separated with a dash ("-")
Tuning into a channel called "2012-08-06" will play a little demo of what the system can do
256k tanks now have a special interaction with both normal explosions and RBMK overpressure events where they enter a damaged state instead of being deleted
In this state, they will leak their contents, with the speed depending on whether it's a gas or a liquid
Flammable fluids will cause the tank to burn
Tanks can be repaired with a blowtorch and steel plates, this style of damaged machines will probably be used for other tanks, turbines and oil processing machines in the future
256k tanks now use the new multiblock system which changes placement rules slightly (the core is offset by one block)
Unlike in previous multiblock updates, the tanks should update automatically on their own without breaking
Fixed volcano cores not growing properly
256k tanks can now be shreded to get all the steel back
Cooling towers should now only emit clouds when actively converting LPS into water
Teleporters have been completely reworked
They no longer have a GUI, instead showing their destination and charge level via tooltip
Teleporters no longer require an exit teleporter, the telelinker can now be clicked anywhere and connected to a teleporter right away
Teleporters now work interdimensionally both for regular entities and players. This change hasn't been tested on servers yet, but it seems to work fine in singleplayer
Teleporter power consumption has been increased to 1MHE per operation
The telepad microcrafting item has been removed and entanglement kits are now made from metal plates, dense coils and xenon instead of singularities
Boxducts now use a slightly brighter version of the fluid color to tint themselves if the color is dark, making crude oil pipes more visually appealing instead of completely black
Pirfenidone medication, fibrosis caused by radon and the rubber gloves were removed
Fibrosis has now largely been replaced with good old mesothelioma
Siege coins and source have been obliterated as well
Abusing certain DFC mechanics now causes it to enter an "unstable" state with custom graphics which increases the kill radius and releases 100RAD/t
Rebalanced the generic fuel tank recipes for missiles, medium and large tanks now use 8 and 12 canisters of kerosene respectively instead of 12 and 36
Fixed
Fixed duplicate coal press recipe preventing briquettes from being made
Fixed radioactive barrel not having any radiation when held
Fixed proto MIRV only launching a single projectile and leaving the rest unused in the magazine
Mining drills and laser miners should now ignore any blocks with the "air" material and not just vanilla air, skipping things like galacticraft floodlight air
Fixed cargo landing pad only unloading single items in most circumstances, drastically decreasing asteroid miner yield
The burn time module now caches its results, meaning that large logistics networks such as Thermal Dynamics ducts no longer fire the burn time event hundreds of times per tick. This approach might yield incorrect results for items where the burn time depends on NBT
Corpses form the Lootable Bodies mod are now considered immune to radiation, preventing them from despawning when holding a radioactive item
Added some chunk loading prevention to the function that would handle RBMK heat distribution, potentially fixing a rare bug where RBMKs would cause crashes in worlds
Fixed ReaSim in/outlets not working properly on all sides
Fixed conveyor extractor not having hopper IO
Fixed small door blocks not having localization
Fixed 256k tanks often voiding their contents in buffer mode
Fixed flat rendered blocks rendering with incorrect rotation on conveyor belts
DFC emitters now use depth mask when rendering the beam, while this causes the beam to look a little crustier, it will work a lot better with the core's transparent textures
Moderated RBMK parts that aren't dedicated moderators now create graphite debris when exploding
Combination furnace
A type of heat-powered furnace that has a fluid byproduct
Used to easily create coke from coal or char coal from wood
The byproducts of these recipes can be used to power the furnace, becoming self-sustaining
Other recipes include heating cinnabar into sulfur and mercury and cooking sugar cane into sugar and ethanol
Coal tar creosote
A type of oil that is created when coking coal or lignite
Can be fractioned into coal oil and bitumen
Wood oil
Created by making char coal in the combination oven or by burning saplings
Can be cracked into aromatic hydrocarbons and heating oil
More briquettes
In addition to lignite, there's now coal and sawdust briquettes
Made by pressing the respective powder with a flat stamp
Can be smelted into coke/charcoal using a vanilla furnace
Briquettes now use ore dict entries which means burn time bonuses apply to them too
Wood tar
Made from solidifying wood oil
Can be used as brown dye or heated into coke
Seeding slurry
Made from liquefacting tall grass or vines
Can be loaded into a chemical thrower to plant grass on most dirt types (even dead grass and oily dirts)
Turns stone and concrete blocks into mossy variants
Paintable coated fluid duct
A full-block fluid duct using the new system
Using a full block on it will copy that block's texture to the duct, making it blend in with whatever material was chosen
Flow gauge pipe
A fluid duct that has a tooltip showing how much fluid has moved through the entire connected network in the past tick or second
Will detect all fluid movement, not just movement going "through" it. For performance reasons, the path that fluids take is never calculated.
Updated russian localization
The anvil's search button has been removed, instead the search field will automatically refresh the search when entering text
The stirling sawmill can now cut saplings into sticks
Jack-o-lanterns, TiC's stone torches and burning entities can now set off flammable and explosive gas
Most regular coke recipes have been removed from the vanilla furnace
Deprecated fluid ducts are now excluded from the creative inventory
Deprecated coated fluid ducts have their recipe update (now requires duct tape)
NTM will now automatically disable the part of Railcraft's event handling that spawns invisible air blocks which interfere with some machines
Yes, there is a config to change that, but most people aren't even aware that this feature exists, let alone a config for it
There is no config in NTM to restore that behavior, if you're one of the 2 people who actually used tracking goggles: too bad!
Meteorites can now spawn naturally in the world as part of world gen, by default they spawn once per 500 chunks
Meteor charms now disable meteorites completely
Protection charms add a "safe" flag to all falling meteors, flagged meteors will not destroy or replace any blocks on impact
The stirling sawmill will now display its crafting recipes in NEI
Updated heavy infinite water tank recipe to use new pipes
The deuterium extractors no longer have the 10 tick delay between operations making them 10x faster
Traincraft canisters can now be filled with diesel in NTM barrels
Chemthrower projectiles no longer set themselves on fire
Fixed shredder recipe for sawdust not working properly
Fixed liquefactor and solidifier upgrades not working properly
Fixed multiblock structure marker not dropping itself when broken
Fixed RBMK steam connector not connecting visually to water correctly
Fixed radio torches crashing when two signals are sent in the same tick
MD5: 7c0117de34f17f9d4f675a691c7a2f7a
dialEnableMeltdownOverpressure
An experimental new setting that is disabled by default
When enabled, all output pipe networks connected to RBMK boilers (non-reasim) will also be affected by the meltdown
When affected, parts of the pipe net will break and all receiving machines like turbines or buffer tanks will explode
Exploding turbines are fully annihilated, although broken models which can be recycled or repaired might be added in the future
Input networks for water or other output nets like tritium for irradiation columns or coolant for heat exchangers are not affected
Foundry storage tanks will now change their side texture when an outlet is connected, indicating that using outlets on them does in fact work
The default spawn frequencies for oil have changed, oil bubbles now spawn once every 100 chunks (instead of 25) and bedrock oil once every 200 chunks (instead of 50)
This is a config change, in order to get the new values, either delete your current hbm.cfg or change the values manually
Oil bubbles are now a fair bit larger on average (radius of 10-16 instead of 7-15)
Oil pumps will no longer drain one deposit block per operation, rather it is now chance based. Derricks drain at 5%, pumpjacks at 2.5% and fracking towers at 2%. This makes regular deposits last significantly longer.
These values can be changed in hbmMachines.json
Fixed fluid heater still not working with the new fluid system
Fixed heavy antimatter storage instantly crashing
Fixed bug where foundry mold recipe generation would break some ore dictionary entries, changing their stack size and causing general weirdness in some NEI recipes
Heat exchanging heater
A TU source that uses hot fluids with the "heat exchangable" tag to generate heat
Can be configured to change the conversion rate and conversion delay for even more fine-tuning
Gas tester
Will click when flammable gasses are nearby
Will beep when hazardous gasses are nearby
Will detect most gas types except meltdown gas and tomb gas
Can also be installed onto armor to reduce inventory clutter
Golden wirecutter
An armor mod that will defuse nearby creepers
Creepers that have been defused will reverse their fuse progress, lose the AI trait for igniting and either drop copper wire or safety fuse
Due to AI traits not being saved, constantly reloading the world allows for repeated defusing of the same creeper, but who does that?
Industrial combustion engine
Steel is cheap and works very well with low-grade fuels like heating oil, but diminishes in usefulness with higher tier fuels
HSS Works well with mid to high-grade fuels
Desh works at full efficiency with high-grade fuels, and decently with aviation-grade ones
Starmetal has higher efficiency all across the board but is a lot more expensive than all other sets
A multiblock version of the diesel generator
Has an on/off switch in the GUI as well as a slider for changing the burn rate from 0-6mB/t in increments of 0.2
Accepts all combustible fuels, the efficiency depends on what type of pistons are installed
Uses revolutionary "send now, ask questions later" technology that allows it to burn fuels at very high HE-rates if connected to a power grid, energy is only lost if the grid cannot support as much and the buffer runs full. This allows it to utilize extremely high-tier fuels like NITAN and BF
Updated russian and chinese localization
Boiling recipes using the TU-powered boiler are now shown in NEI
More fuels have been rebalanced
NITAN now has a fixed burn rate, being exactly 25x higher than kerosene
Coal oil and gas have been rebalanced with coal's burn value in mind
Ethanol has been rebalanced to be half as powerful as diesel, and the sugar requirement has been increased
Biogas is now almost as powerful as normal diesel and requires ethanol in addition to biogas
Biogas has also been rebalanced but remains an un-viable fuel due to a low flammability penalty
BF rocket fuel can no longer be made from liquefying BF solid fuel
Biomass recipes have been changed as well, some ways like using all wood have been removed entirely, and all recipes have a fixed requirement of 1x sugar and 2x sawdust
Skulls now shred into 4x more biomass
Apples, sugarcane and carrots now shred into sugar directly, making them viable sources for ethanol
Oil wells can now be configured using hbmMachines.json
HEP-239 plate fuel now has double the reactivity, making it significantly more useful
Updated ivy mike model and texture
All .44 revolvers now use the new model as well as updated textures
In addition to spawning in regular veins, hematite now spawns in larger strata-like layers that are more common but significantly smaller than schist strata
Regular generation still exists but will be removed soon
The oredict suffixes Naquadah, Naquadah-Enriched and Naquadria are now recognized by the hazard system and made radioactive
blockSolid is now a recognized ore dict prefix for the crucible of GT6 is installed
If GT6 is installed, three new near identical steel recipes will be generated, one for wrought iron, one for pig iron and one for meteoric iron
These three new iron types are recognized by NTM and visible in the creative inventory even if GT6 is not installed
Processing of trixite has changed, regular centrifuging no longer yields any special powders while spark blend is only obtainable by acidizing and SILEXing with UV. All options other than centrifuge ore will still yield NITAN blend
Steel furnaces now have a glowing animation and lava particles when operating
RBMK heating columns now use the fluid system's standardized heating values, making them consistent with the TU system
As a consequence of being both compatible with heat exchanging heaters and being consistent with the new system, using cooleant, mug or even oil is now a viable way of cooling a reactor
The "new" hazard system finally reacts to dropped items again, making gunpowder dropped in fire or lithium dropped in water explode
Coal and asbestos hazards now correctly use the stacksize to apply lung disease and damage filters
To prevent people's filters from breaking instantly when holding a stack of shredded coal, the damage is no longer guaranteed and instead happens based on chance, being stacksize/64. A full stack will do the same damage as before the update and a single item only 1/64th
Guutted RBMK heat exchanger, the small block is now obsolete and was never that great anyway
The stilring's gear and sawmill's blade will now jump higher when overspinning at higher heat
Oil bubbles and bedrock nodes now have configs for changing the spawn frequency
Flamethrower turret Fritz can now use any liquid (even if gaseous at room temperature) and flammable fluid. Ones with higher heat will deal more damage. Fritz is now generally more powerful, and only requires 2mB/t instead of 10
Dedicated fluid storage blocks like barrels, tanks and magnetic storage now use a fair distribution system (similar to batteries) that eliminates side-bias when connected to multiple networks at once
The rotary performance engine has had its efficiency lowered and no longer has an exponential power gen bonus when using more pistons
Fixed levi efficiency being 100% instead of the stated 85%
Fixed barrel item IO being on backwards
Fixed half of the fallout config not being loaded and/or saved properly
Fixed pre-identified fluid duct items not properly setting the type of the duct they place
Fixed all remaining instances of the new fluid system not working with some machines (thanks to Lyeo for the list), as well as the RBMK pieces that weren't on that list, and RBMK connectors
Fixed new fluid ducts often not visually connecting to machines, especially generation 1 multiblocks
Fixed bug where excess water that cannot be distributed anywhere else would land in a chemical factory even if the cap is already reached, overfilling the gauge
Fixed the hazard system's explosive traits going off with stacks of stacksize 0, making zombies holding gunpowder explode constantly when on fire
Fixed discrepancy with stacksizes concerning the asbestos and coal hazards
Fixed N2 GUI texture not existing
Fixed power saving upgrade not doing anything in the liquefactor
Fixed stirling sawmill not saving progress or whether it lost its sawblade
Added:
The new fluid system that has been in the works for quite some time now should now be available for all machines
Not all machines have been tested yet, in cases where the new system doesn't work, either use old pipes (as the old system is still present) or use small barrels as proxies
New pipes
Three standard pipe variants that use the new system, one with a classic texture, one with a "clean" silver look and one that is fully tintable
Boxducts, aesthetic pipe alternatives that come in three materials and five sizes
Redstone-over-radio torches
A very simple form of wireless redstone
Torches can be placed onto any solid surface, full-block semi-solid blocks (like TNT but not glass) and all blocks that have a comparator output (like chests)
Transmitters also have comparator functionality and only receive a signal from the block they are connected to, just like redstone torches
Receivers however will send out a redstone signal to all neighboring blocks
The comparator functionality is very useful for connecting conveyor inserters and ejectors to automatically shut off
Changed:
Updated russian localization
Refineries now have output buffers that are 24,000mB large
The chemistry set recipe now only yields two pieces of solid fuel
Crucibles now also accept items from hoppers and no longer just from throwing them in
Added the material prefixes blockDust, blockGem and blockIngot for GT6 compat in crucibles
Novac now has a newer model
The standard revolver crosshair has been simplified
The fluid burner can now be configured with a screwdriver to change the burn rate (1-10mB/t)
All ray-based nuclear explosions (formerly Mk4) now use an improved system (Mk5) which removes blocks much more elegantly. Instead of creating a cone (known as "the dying pac man") it removes blocks chunk per chunk
The small boiler has been renamed to oil heater to avoid confusion
Soyuz launch pads can now connect to cables and new fluid ducts (only from the main platform, sideways)
NTM's world provider and skyboxes can now be disabled via config
Barrels should now be able to use hoppers for filling and emptying containers (currently untested)
Template folders can now be crafted with six of any dye, not just lapis and bonemeal
Clay can now be crafted from sand, two piles of dust and water
Clay blocks can now be uncrafted
Logs and planks can now be shredded into sawdust directly
Throwing an egg at mask man now has a 10% chance of killing him instantly. Doing so will not drop any items or experience, though.
Fixed:
Items bouncing out of crucibles on multiplayer should now be fixed for good
Fixed "jolt" type explosions not correctly reading blast resistance info, destroying reinforced slabs
Fixed neutrino lens only connecting to satellites on frequency 0
Fixed crash caused by stacking upgrades in a chemical plant
Fixed hopper IO for the electric press
Added:
More structure stuff
A larger office building
The radio shack and helipad structures are no more
Drawers for storing small quantities with style
Notebooks and paper sheets
Vinyl tiles
Steam engine
Low powered way of making power out of steam
Has the same 85% efficiency as regular turbines
Only a 2,000mB buffer that allows for up to 68kHE/s if constantly filled
Added a config option to disable the chunky NEI handler
Changed:
Updated russian localizations
Rebalanced burn values for most fluids
Value ratios have been calculated, no more eyeballing
All hail the spreadsheet
The new values factor in the rarity, general demand and all processing steps
Burn values are now generally higher than what they used to be
Synthetic fuels like ethanol and biofuel have not yet been rebalanced
Solid fuel recipes are now auto-generated based on the fuel's burn value
In general, 150 TU worth of liquid fuel solidify into 100 TU worth of solid fuel, making solidification generally less efficient than burning it straight away
Solidification is still an option when fuel has to be transported or stored in ways that would be inconvenient for fluids
High speed steel is now composed of 5 parts steel, 3 parts tungsten and one part cobalt (instead of 2/1/1)
Machine configurability has been added to the iGen
Simplified some assembler recipes, tier 1 warheads now use vanilla TNT, tier 1 fuselages now run on ethanol and thrusters no longer require "upgrading"
Changed the explosion algorithm for Tom, the radius is now 600 instead of 500 and it generates a large outer rim out of tektite as well as an inner rim
Boilers will now constantly heat up during firestorms. This can be used to generate energy, but the extreme heat makes boiler explosions very likely
Burning grass should no longer spread fire to neighboring blocks if the chunk is unloaded, reducing lag during firestorms considerably
Ducking is now disabled if a GUI is open, preventing it from happening when using NEI or the chat
Small turbines now require polymer, industrial turbines need rubber
Buffed the carbon values of coal and coal-likes, lignite is now 33% carbon, coal is 50% and cokes are 75%
Fluid icons, such as the items used to display recipes in NEI, nopw show fluid traits such as burn valuesFixed:
Fixed many NEI handlers having their slots in the wrong location
Fixed batteries often voiding all charge when using buffer mode
Fixed potential crash caused by schist stratum world gen scraping along chunk borders
Fixed hoppers pulling the ingredients back out of blast furnaces
Fixed post impact firestorm not synchronizing to clients on servers at all
Potentially fixed an issue causing post impact effects to permanently heat up RBMK parts even after the firestorm has passed
Fixed artillery rockets still having janky chunkloading that can cause severe lag
Fixed NTM plants spawning even during a firestorm
Fixed multi artillery shells colliding with each other during a split, destroying all but one in the air
Fixed batteries often not subscribing in IO mode when their stored power is 0
Added:
Recipe config files for the liquefactor and solidifier
Dynamic configs
A new config file called hbmMachines in the hbmConfig folder
These values can be edited directly, no changing names or copying files necessary
Allows fine tuning of many machine constants, including the combustion generator, diesel and radial engines, fire box, heating oven, stirling engines, crucible and boiler
More config options will be added soon!
Heating oven
Near identical to the firebox
Burns 5x hotter, but fuel is consumed 8x faster
Not very efficient for power gen, but ideal for quickly heating up things for faster recipes, like crucibles or steel furnaces
Has a copper contact at the bottom - can accept heat from other heat sources at 50% efficiency
Two coal fired heating ovens are enough to max out a steel stirling
Added informational presentations to the crucible and foundry channel
These two are the first to have a "see also" section, buttons with other suggested presentations on the left side of the screen
Changed:
Updated russian localization
Rebalanced the iGen to be consistent with TU values. The rebalance hasn't actually been tested so I may have completely trashed it - oops.
The dedicated iGen config option in LSB mode restores the old values
It'll get its very own config soon, don't worry
Batteries now output from all sides simultaneously, meaning that seemingly random sides are no longer preferred
Using a hand drill on a crucible outlet now inverts the filter, meaning that it will let any material pass except for the set filter material
The industrial turbine has been buffed back to the old values, using 20% of its input buffer per tick
The centrifuge's GUI has been updated to be a lot more visually pleasing
The centrifuge now has two upgrade slots, accepting speed, power saving and overdrive upgrades
The mining laser can now directly supply items to desh crates
Fixed:
Fixed life values for Ac227 and Co60 RTG pellets being wrong
Fixed small fluid barrels not displaying informational tooltips
Fixed conveyor items not being rendered with fast rendering active - for real this time
Fixed crucible overheating and pulling in more heat than the buffer allows
Fixed bug causing immense lag or even game freezes due to overlapping centrifuge sounds
Fixed chunkloading issue with artillery rockets, causing them to load absurdly many chunks and possibly freezing the game
Added:
Reeds
Funny water plant
Spawns in river and beach biomes
Looks pleasant
Flux
A crucible additive that can be made in a variety of ways with different yields, like coal, fluoride and borax
Hematite and malachite
Mineral variants which can be processed in the crucible
Using flux, produces iron and copper respectively
Slag
A block that is a byproduct from processing hematite and malachite
Currently has no uses
Neutrino lens
Schist
Oil and bedrock oil
Coltan and bedrock coltan
Bobbleheads and loot blocks
Crates commonly found in meteorite dungeons
Australium
End portals
Alexandrite
Armor mod for helmets
Needs to be linked to a depth resource scanning satellite to work
When equipped, will display objects of interest in a similar fashion to xray in a 3.5 chunk radius
These things include:
Very rare objects will always be highlighted while incredibly common blocks will only be shown with a very small chance (1:5000 for schist, which will still show multiple random hits per schist stratum)
Changed:
Updated chinese localization
Simplified some recipes
The steel recipe has changed, no longer using coal but the new carbon material
Coal, coke types and graphite no longer smelt into themselves in the crucible, rather they produce different amounts of carbon
Coal only yields 50% carbon, but due to the amount of carbon used in steel being lower, the numbers stay the same
Nerfed the solar boiler, the recent update to steam balance made it a lot more powerful than it should have been
Using a defuser, diode input priority can now be configured
The GC speed upgrade no longer requires technetium steel to make
Removed the remaining two old system turrets as well as the cel prime pieces
If not for this changelog, none of you would have noticed anyway so stop pretending like this was a big deal
The small blast furnace's slots can now be configured with right clicking to only accept IO from a certain side, making automation a lot easier
Improved shredder's hopper IO, sidedness is no longer a factor and blades will now enter the blade slots from any side correctly
Added missing color definitions to new crucible materials
Iron + coal in the blast furnace now only produces a single steel ingot
To compensate, several alternate recipes have been added
Iron ore can be used to substitute iron ingots, yielding twice as much when smelted with coal and thrice as much when smelted with coke or flux
Due to flux being craftable with shredded coal and sand, this makes it incredibly easy to boost earlygame steel yield
Removed coal/carbon requirement from ferrouranium and technetium steel crucible recipes
Putting a pile of foundry scrap into the crafting grid now breaks it in half, allowing large chunks of non-castable material to be divided into smaller chunks for use in recipes
Depth rock can now be broken with tier 2 pickaxes at twice the speed
Holding shift now displays crucible material numbers in mB instead of in solid shapes (1 quantum = 2mB)
Optimized foundry channels
The tickrate is now a lot less random, spread delays are always the same and only start counting down when material is poured into the channel
Channels remember the last direction from which they have received material and prioritize all other directions first, making the flow much quicker and preventing pileups
Single quanta will now be forced to use the "swap quantity" operation of movement which is the only one that allows single quanta to properly move, preventing them from clogging the channels and draining them much more swiftly
Simplified generic missile fuselage recipes, higher tiers no longer need the previous tier to be made
Updated several GUI textures
Fixed:
Fixed artillery rockets not properly saving to NBT
Fixed GUI desync when an arc furnace changed state
Fixed outlets draining neighboring channels even when they aren't directly connected
Fixed most of the autogenerated crucible smelting recipes now showing up in NEI
Fixed filter option not immediately synchronizing for foundry outlets
Fixed LSBM-only oil smelting recipe being enabled despite LSBM being turned off
Renamed dialEnableMeltdowns to the accurate dialDisableMeltdowns due to being completely misleading. Note that this change will only apply in new worlds or when turning off dial saving and relogging.
Fixed digamma diagnostic's digamma influence meter only going from 0-1% instead of 0-100%
Changed:
Updated russian localization
Iron, titanium, tungsten and aluminium ores are no longer crucible smeltable if GregTech 6 is installed
A couple of GT6's ore dict prefixes are now recognized by the crucible, allowing to smelt crushed ores and different dust sizes
Crucible materials now use proper localization instead of displaying the ore dict suffix
"Gaseous at room temperature" is now displayed in the detailed fluid trait list
Volcanoes now use a tile entity to keep track of their active time, making them much more predictable
There is now a "shield volcano" type that behaves significantly different from other voolcano types, not creating a tall chimney but instead replacing surface blocks with lava
Crucible alloying recipes as well as crucible smelting recipes (minus ore dict driven ones) now have JSON configs. Note that these configs haven't been properly tested yet
Blast furnaces are now crafted with firebrick instead of tungsten
Fireclay now has an alternate recipe made with aluminium in ore form
The blast furnace now has a new texture
Meteors will now instantly despawn if meteor strikes are disabled, removing any stray meteors that got stuck due to chunk loading
The shredder recipe turning sand into dust will change if there is an entry called itemSilicon found in the ore dictionary in which case it will yield silicon
The fatman now has a new model and texture
Fixed:
RBMK fuel rods now have a safeguard against extreme and invalid values, capping their temperature at 1 million °C
RBMK heaters no longer convert fluids into the NONE type
Fixed issue causing the DFC to never turn on
Added:
Brand new NEI handler
It does nothing except show a large version of the chosen item
Some of yall have tiny eyes so we make the items big to compensate
Slabs and stairs
Most brick, concrete and reinforced block variants now have slabs and stairs
The slabs and stairs keep their blast and mining resistance
Boiler
A large boiler that is powered by an external heat source
Can process oil and water as well as steam and denser steam types
Has a very large input buffer of 64k
The output buffer changes dynamically depending on the output's compression level
Has no heat cap, is only bound by whatever is heating it up
Can explode when the external buffer becomes full. In practice, this won't be much of an issue due to the immense buffer size and the comparatively slow speed of most heat sources
A boiler that is about to explode is easy to spot by the fact that it is visibly shaking
Electric heater
A small heating unit powered by HE
The output can be adjusted with a screwdriver, from 0-1000 TU/t in 100TU increments
Can accept heat from the bottom with 85% efficiency, allowing you to stack multiple heaters or even heaters of different types
Has no heat cap, only a very tiny passive cooling rate
Express delivery artillery shell
Can be combined with one item in the crafting table to fill it
Can be shot out of an artillery turret to deliver that item
The shell will impact into the ground and get stuck, simply right click the shell to retrieve the item
Changed:
DFC cores will no longer do reaction checks, nor receive laser energy when the neighboring chunks are not loaded. This change will make DFCs a lot less likely to instantly explode when chunks are loading/unloading
Instead of the DFC's field constantly resetting, each tick it only uses up 1% of the field, which means a stabilizer running at 100% going out will keep a low power DFC stable for another 5 seconds. This should prevent the DFC from instantly exploding due to single frame flickering
DFC stabilizers no longer overwrite the DFC's stabilizer field value and instead increment it, assuming the stabilizer's field suprasses the DFC's
New OpenComputer compat
getColor for RBMK control rods
Fixed some redundant naming
Single-block boilers can no longer heat up water or compress steam, they remain able to heat up oil, though
The template folder now yields more accurate results when using the search bar. Crucible templates are now much easier to find this way.
Crucible templates will now display their output material when holding shift, just like assembly templates
The old turret blocks have now been fully removed
Changed the efficiencies for turbines. Small and leviathans now have 85% efficiency while the industrial turbine has 100%.
This should change very little due to a different balance change regarding steam base rates
Steam has been rebalanced. The majority of the energy now comes from regular steam, higher steam compression levels only add very little. The only major advantage of higher compression levels is the tenfolded throughput. This change makes reactor designs with lower compressed steams more viable, as higher compression levels are only really attractive when the extra throughput is required.
The balance only affects the distribution of energy, the total value of 1mB of UDS should remain roughly the same
The conveyor chainlift now properly connects to inserters that go upwards
Crucible templates can now be uncrafted into paper
Removed a bunch of useless blocks that were either never finished or only used for testing
The centrifuge has been remodeled to be more in line with the new gas centrifuge
The centrifuge's bounding box is now 4 instead of 3 blocks tall
The centrifuge now uses the new looped sound system which should fix the lag that it would often cause then the sound stated flickering. This also prevents the sound from going silent and not restarting on its own.
Centrifuge operation sounds have been muffled, being now somewhat quieter and less harsh to listen to
Centrifuge sounds will now fade in and out as the centrifuge operates. The first second of the fade is completely silent, preventing it from making any noise in the event that it were to flicker due to insufficient power
Henry the rocket artillery turret
It's like a HIMARS, minus the high mobility
Fires guided rockets which will home in on the target in automatic mode
Currently somewhat of a WIP, there's only two ammo types which behave almost identical
Can be controlled with the artillery remote
Crucibles with templates installed will now also accept items containing the output material. This makes it easier to throw output scraps back into the crucible
Reduced the cost and item variety of the refinery's recipe
The radar is now also somewhat cheaper
Oil detectors now use the HUD's display system instead of the chat
Fusion reactors now accept items for breeding via hopper IO
Fixed:
Fixed items on conveyors being invisible most of the time when using fast render
Fixed rendering issue with the shallow basin, where the inventory preview would appear broken until one has been placed
Fixed crates stacking with NBT, causing items to be voided or outright duped
Added:
Stirling sawmill
A stirling-powered wood processor
Items can be added and removed either by hand or automation, it has no GUI
Turns logs into 6 planks (acts as a 1x1 workbench), planks into 4 sticks and sticks into sawdust
Non-stick recipes have a 50% chance of creating sawdust
Sawduust can be burned or crafted into paper
Crucible
A heat-powered machine for smelting things
Optionally takes a template which sorts outputs and creates alloys
Has two buffers, one for the recipe and one for byproducts
Has two outlets, one for each buffer
Foundry channels
Will transport around liquid metal
Accept material poured from above
Can transport material into foundry blocks sideways if supported
Works with shallow basins and foundry outlets
Foundry outlets
Currently lack visuals for pouring, yes i'll add them eventually, shut up
Can receive material from channels and is also able to drain storage basins
Will pour liquid metal over the block below it
Using foundry scraps, they can be set to only let that material pass
Right clicking inverts redstone behavior, which is also handy for quickly toggling the outlet by hand
Foundry storage basins
Can only accept material from above via pouring
Connect and share material
Can be drained with outlets
Casting basins
Come in deep and shallow variants
Deep basins only accept material from above, shallow can receive from above as well as from channels
Need molds before they can be filled
Can be automated with hoppers or conveyor ejectors
Molds can be removed with a screwdriver
Metal only starts cooling once the mold is full, the process takes 10 seconds
Molds
Can be chiseled into a shape using an anvil
NEI will only show one accepted item for the shape, but all items with the same shape are accepted
The shape item will not be consumed
The stacksize matters, 1 ingot will create a shallow single ingot mold while 9 ingots will create a deep basin mold for 9 ingots at once
Molds exist for most major shapes like nuggets, ingots, blocks, plates and billets as well as some more specialized ones like shredder blades, flat stamps and bullet casings
General foundry information
All foundry blocks will drop the metal when broken in scrap form which can be smelted back in
All foundry blocks can be clicked with a shovel to remove all material, allowing for unclogging of channels and crucibles
The material system isn't very expansive yet, the crucible won't accept every ore
Casting recipes are auto-generated based on the ore dict which means that NTM steel might cool off into another mod's steel ingot
Firebricks
Base material for all foundry blocks, can be crafted and uncrafted into and from block form
Look stylish as hell
Cheap and slightly blast resistant
More small structures
Office building, helipad and more
IBM 300PL
A broken computer, but it looks cool
Teleportation anchor
A magitech waypoint-like block
Can be linked to a Recall Device
Recall Device
Uses 10kHE to teleport the user to the linked teleportation anchor
Added a new config option called enableSilentCompStackErrors
When set to true, will suppress error logging from ComparableStacks which may cause excessive log spam in some packs where items are broken/not properly registered
Changed:
Updated russian localization
When exposed to asbestos or coal dust, a small tooltip will inform the player that something is wrong
The newer dungeons that use the MapGen system now have separate config options for disabling them and changing the frequency
The power diode's limiting factor now applies per tick instead of per pulse
The power diode will now only accept 10 pulses per tick
High-speed steel and ferrouranium can no longer be made in the blast furnace
Removed powder recipes for advanced alloy, HSS and red copper
The powder recipe for steel now only creates one steel powder
Removed some of the deprecated factory parts for good
Factory casings are now "Factory blocks" which yield more blocks per crafting recipe
Fixed:
Fixed desync with the combustion generator and electric furnace
Fixed a duping issue regarding some RBMK parts
Fixed crash when entering decimals into the balefire bomb
Fixed rendering issue where lighting rotation bleeds over from the assembler's renderer
Fixed infinite worldgen loop when generating some structures
Fixed server crash when generating certain structures
Fixed blast furnace using some deprecating items in recipes
Added:
/ntmreload
Reloads custom recipes
Will print the exception code to chat and the entire stacktrace to the log if something goes wrong
Herbal paste
Combines the effects of pirfenidone, siox and weak radaway
Comes with a ton of bad side effects, as well as potion sickness
Much cheaper than "proper" medication
Dead plants
Makes oily wastelands much more fashionable
[ Press F1 for help ]
SILEX & FEL
Firebox
Stirling engine
Gas centrifuge
FEnSU
Also known as "world in a jar" or "stare"
A cheap knockoff of Create's ponder system
Currently offers presentations on:
More educational presentations will come out soon!
Changed:
V1 no longer reduces max health
Removed factory cores and tile entities for good
Too bad that the average factory user can't read
Removed dynospheres, good riddance
Nightshade can now be crafted into poison powder
Foxglove can be used to make herbal paste or stimpaks
Updated some plant textures
Shredders can now use custom recipes (largely untested, be careful)
Fixed:
Fixed custom recipe inputs without meta specified defaulting to meta 2 instead of 0
Fixed misleading tooltip regarding heat produced by RBMK fuel rods
Fixed duckoids being able to receive digamma
Fixed FEL laser often rendering behind the SILEX instead of going through it
Fixed BAT9000 and heavy magnetic storage not dropping anything when broken
Fixed battery delta display being inconsistent in IO mode
Fixed autocrafter being able to receive stacks >1 containing items with containers
Compat:
Added an compat class for external use (com.hbm.util.CompatExternal)
The class and the methods within will always remain the same from an API standpoint, the implementation might change in the future
Offers the following static methods:
getCoreFromPos(World world, int x, int y, int z) returns TileEntity: uses the multiblock system to obtain the core tile entity from any block that is part of the multiblock
getBufferedPowerFromTile(TileEntity tile) returns long: returns the power stored within that tile
getMaxPowerFromTile(TileEntity tile) returns long: returns the capacity of that tile
getEnergyPriorityFromTile(TileEntity tile) returns int: returns a charge priority 0-2
getFluidInfoFromTile(TileEntity tile) returns ArrayList<Object[]>: returns a list of all internal fluid tanks of that tile
For more information, check out the javadocs within the class
Added
Toxic fumes fluid tag
Causes poison or withering when sprayed at entities
Held by mercury, tantalium and osmium solution
Changed
Updated russian localization
Added some more fluid tags, kerosene and tantalite should no longer be invisible due to missing the "liquid" tag
Xp juice now adds 1 xp to players when hit
Ender juice now randomly teleports hit entities
Fluids that can extinguish burning entities can now extinguish fire blocks too
BF rocket fuel now spawns balefire blocks
Antimatter now deals additional radiation damage when shot out of the chemthrower
Fixed
Fixed the battery delta display not being correct, often jittering and displaying the delta of 19 ticks instead of 20
Fixed most cyclotron recipes not working due to broken ore dictionary implementation
Fixed flammable fluid tag not having a tooltip
---以下为中文翻译---
添加
有毒气体流体标签
在实体被击中时(使用化学喷射器)会导致中毒或凋零效果
目前汞(水银),钽和锇酸溶液有这个流体标签
修改
更新了俄语本地支持
添加了更多的流体标签,煤油和钽溶液现在有“液体”([Liquid])标签,防止其因煤油标签因此是隐形的
液化经验(Experience Juice)现在会将击中的玩家增加一点经验值
末影汁(Ender juice)现在会随机传送击中的实体
可以灭掉燃烧实体的流体现在也可以灭掉火焰方块
BF火箭燃料现在会生成BF火焰
使用化学喷射器喷射反物质在击中实体后会造成额外的辐射伤害
Bug修复
修复了电池的delta显示(?不知道啥意思)并不正确,经常19时刻显示(应该是20时刻)
修复了大部分的回旋加速器的配方因矿辞而不工作
修复了可燃([Flammable])标签的流体并不显示其可燃标签
Added
The chemical thrower
Can be loaded with any fluid, any fluid
Holds up to 3 buckets worth of fluid, uses 3mB per tick
The projectile it creates depends on the fluid's properties
Antimatter annihilates instantly when leaving the barrel, creating a directed gama ray beam
Hot fluids cause fire damage or even afterburn
Cold fluids cause freezing damage and slowness
Gasses have a shorter range and the effect decreases with distance, but it is applies over a greater area
Combustible fluids act similar to the Mister Topaz flamethrower
Flammable fluids cause mobs to get the "doused in oil" effect (visible by the particles), which causes them to explode when ignited
Flammable/combustible gasses act similar to the immolator flamethrower
Caustic fluids cause acid damage and degrade armor quickly
Radioactive fluids increase both the target's and the chunk's radiation
The new "delicious" tag, held by both mug root beer and salient green, heals the target
Some liquids and gasses have no special tags, making them mostly harmless (such as xenon and mercury, although the latter one will become poisonous later on)
Liquids at moderate temperatures that aren't on fire will extinguish the target, but not fire blocks (use the fire extinguisher for those)
Balefire fuel does not create balefire (yet)
/dumpthreadsandcrashgame
A client-only side bound command for printing diagnostic info
Useful for finding the source of lag if the internal server freezes on a singleplayer game
Is not registered on multiplayer servers, please use dedicated profilers for those
Requires an argument to work, dump will simply print the stacktraces of all active threads as well as general thread info and crash will do the same as well as force-close the game
Note that crash does not properly shut down the game or save the world, doing this is about equivalent to alt+F4 which means that progress could be lost or the world might even be corrupted afterwards. Use with caution
Changed
Updated russian localization
Fluid traits have been rewritten, unused ones have been removed
There is now a fluid trait for liquids that become gaseous at room temperature, which tells the flare stack that a liquid can in fact be vented
BF rocket fuel is now a valid high-grade combustible fuel with higher values than even kerosene (but a lower fuel grade)
Trixite ore is now dragon-proof
The item centrifuge and cyclotron now have recipe configs
The armor modification table now displays slots for the player's currently worn armor
Diesel powered armor can now be filled with either diesel or cracked diesel
The general and tool config sections now have descriptions for each option
Fluid containers (barrels, the 256k tank and the BAT9000) as well as energy storage blocks (+ FEnSU) now retrain their modes and fluid/energy content when broken. Losing an entire refinery's worth of kerosene by a simple missclick is no longer an issue (unless you throw a grenade at it or sth)
V1 will now remove 35% of all incoming damage from your max health
It's to prevent you from healing
The steam and diesel armor's fluid buffer have been drastically decreased (360k -> 64k)
Fueled armor now only uses one mB per 10 ticks instead of each tick
The desh crate' GUI texture has been desaturated to be less eye bleeding
The chainsaw now has a proper 3D model
The chainsaw is now crafted with steel chains and an empty canister
The chainsaw will no longer lose durability and break, instead it will act as a "fueled" tool similar to electric tools. It can be refueled with a wide array of fuels
Swinging the chainsaw now has a unique animation
The scientist screaming upgrade now works with the MASER turret
FSB armor will now only apply potion affects with the "ambient" tag, making the particles a lot less intrusive
Jetpacks are now refueled instantly when using a fluid tank
Fixed
Fixed crash caused by shift clicking in the unboxer
Fixed machine dupe caused by using certain tool abilities
Fixed smelter ability destroying some unsmeltable things like machines
Fixed RBMK console displaying xenon poisoning 100x larger than it actually is
Fixed whatever it was that causes conveyor routers to completely freeze the game when an outgoing rout is set to an incoming conveyor belt
Items can still build up when building invalid setups like that, so beware
---以下为中文翻译---
添加
化学喷射器
可以使用任何流体
可以包含3桶流体(3000 mB),每时刻使用3 mB 流体
不同的流体会产生不同的效果
反物质会在离开的瞬间堙灭,发射伽马射线
高温的流体会产生火焰伤害以至于持续燃烧
低温流体会产生冻结伤害以及缓慢效果
气体的范围更低且效果随范围降低,但是覆盖面积更广
有 [Combustible] 标签的流体和“‘黄玉先生’喷射器”的行为很相似
有 [Flammable] 标签的流体会导致怪物获得“被油浸泡过”的效果(可以通过粒子效果看出来),导致它们在被引燃时爆炸
有 [Flammable]或[Combustible] 标签的气体与“焚烧者”的行为很相似
腐蚀性的液体会造成酸性伤害并迅速降低护甲值
有放射性的流体会增加目标和该区块的辐射值
根汁汽水(mug root beer)和 Salient Green(不知道咋翻译)拥有新的“美味的”(“delicious”)标签,在击中目标后会恢复其生命值
有些液体和气体没有特殊标签,使其基本没有伤害(例如氙气和汞,后者之后会拥有毒性)
普通温度且没有着火的液体会把目标身上的火灭掉,但是并不会熄灭方块形式的火(用灭火器)
BF火箭燃料暂时不会产生BF火焰
/dumpthreadsandcrashgame指令
一个客户端专用的用来导出诊断信息的指令
可以用于寻找单人游戏卡顿的源头
无法在多人模式中使用,请使用其他的软件
需要一个副指令来使用,后面加dump会简简单单的在log里展示信息而crash会在展示信息的同时强制退出游戏
请注意crash指令相并不会正常的关掉游戏或保存世界,类似于使用alt+F4来关闭游戏,所以存档进度可能会丢失或导致无法进入世界。小心使用
调整
更新了俄语本地支持
流体系统被重写了,无用的部分已经被移除了
对在室温下为气体的液体新增了一个标签,可以使高架火炬哪些液体可以被销毁
BF火箭燃料现在是一个高等的可燃燃料,比煤油的价值更高(更低的燃料等级)
末影龙无法破坏赛睿科矿石
离心机和回旋加速器现在可以自定义配方
装甲改装台现在会显示身上的穿的装甲
使用柴油为燃料的装甲可以煤油或裂化柴油
物品和综合设置中的每一条都有注释
流体储罐和能量储存方块会在被打破后保存其流体/能力,防止不小心就将很长时间的心血直接毁掉(除非使用手雷等毁灭性武器)
V1现在会在你最大生命值里移除35%所受到的伤害
用来防止你恢复
蒸汽和柴油装甲的内置流体缓存大幅下降(360k -> 64k)
使用燃料的装甲现在会在每10 时刻消耗1 mB的燃料,并不会每时刻都消耗1 mB
Desh板条箱的GUI颜色饱和度被降低了,防止过于刺眼
链锯现在有3D模型了
链锯现在使用钢链和一个空储罐合成
链锯不使用耐久度,反之会使用燃料,就像一个电动工具一样。可以使用哼多的流体作为燃料
挥舞链锯会有一个特殊的动画
目力科学家升级可以在高能微波炮塔 “麦克斯韦”上使用
FSB装甲现在会将药水效果添加一个“环境”(“ambient”)标签,使粒子效果没那么烦
喷气背包现在会在使用流体储罐时瞬间回满燃料
Bug修复
修复了在按shift的同时点击拆箱机导致的崩溃
修复了在使用特定物品能力使机器无法被正常破坏
修复了自动熔炼物品能力会销毁一些无法被烧制的物品比如机器
修复了RBMK显示器将氙气毒化展示过大
修复了导致传输轨道路由器在输出设置为将一个导入的传输轨道时会使游戏卡死
物品依旧可能会累积导致卡死,所以请注意
Caution: ReaSim fuel rods now release 20% more neutrons
Added
Conveyor boxer
Can be configured to combine multiple full stacks into a box
Boxes move along conveyors like normal items
Boxes cannot be inserted or routed, they need to be unboxed first
Can be configured for 4, 8 or 16 stacks or when redstone is applied
Using boxes drastically reduces the amount of objects on conveyor belts and therefore lag
Can do up to 10 boxing operations per second which should be enough to process the outputs of four ejectors that are fully upgraded
Conveyor unboxer
Collects items from boxes and releases them like conveyor ejectors
Upgradable
Steel stirling engine
Almost identical to the regular stirling engine but is built to support a heavier gear
Has a maximum heat input of 1500 TU/t (5x that of the regular engine)
Heat input is large enough to use heating oil and BF solid fuel
Conveyor router
Can sort an input
Has no internal buffer, items are routed instantly
All sides can be configured with whitelist, blacklist and wildcard options
Up to five different items can be defined per side
Changed
Updated chinese localization
The RBMK console now has configurable displays. There's up to six values that can be displayed, using data like core heat, column heat, depletion, xenon poison, etc
Any ingot prefixed item is now registered without prefix in the ore dictionary, fixing incompatibilities with NuclearCraft's isotopes
The blast furnace recipe handling has been rewritten and now supports IMC
Conveyor belts now have curved variants, allowing for more elegant turns and for keeping the lane orientation in tact. To turn a conveyor belt, shift click on one with a screwdriver
Conveyor belts can now be rotated using a screwdriver
BF solid fuel now has radiation (1kRAD/s for normal solid fuel cubes)
Fixed
Fixed the roof collapse system affecting bedrock
Fixed issue where the player's shield can surpass the maximum
Removed logspam for anvil recipes
Fixed uranium and throium ores from other mods not being properly blacklisted from the hazard system
Fixed shield infusion crafting with a stack size of 0
Fixed irradiation column absorbing neutrons even when not processing anything
Fixed sterling engines giving off their power production from all sides, allowing up to 4 times higher output than intended
Fixed imbalance in ReaSim fuel rods causing the -X/-Z direction to receive more neutrons
Fixed ReaSim fuel rods releasing one neutron stream less than intended
Fixed conveyor chutes not giving items to inserters below them despite rendering correctly
Added safeguards to prevent a mysterious crash related to balefire explosions
Fixed loose cog not saving its orientation to NBT
Fixed fortune and silk touch abilities often not dropping blocks correctly, sometimes destroying machines and their contents outright
Fixed crash regarding to the oil well's shift clicking behavior, as well as some errors with said behavior
---以下为中文翻译---
注意,ReaSim(真实模拟)燃料棒现在会放出比之前多20%的中子
添加
传输轨道打包器
可以将多组物品打包成一个箱子
箱子和其他普通的物品在传输归档上的移动方式一样
箱子不可以被直接插入进机器或改变线路,必须要先用拆箱机将物品拿出
可以设置会打包4、8或者16组物品或使用红石来设置。
使用箱子会大幅减少传输轨道上的物品所以可以减少延迟。
每秒可以打包10个箱子,相当于可以满足4个满升级的导出器的处理需求
传输轨道拆箱机
收集箱子内的物品并将其释放到例如导出器等方块中
可升级
钢制斯特林引擎/发电机
与基础版基本一样但是可以承受更重的齿轮
最大温度输入为1500 TU/t(基础版的5倍)
温度输入足够使其使用燃油和BF固体燃料
传输轨道路由器
可以将输入进行分类
无内置缓存,物品会被瞬间改变线路
所有的面都可以被设置有白名单或黑名单以及wildcard(万能,uno梗)模式
每一面都可以设置5个不同的物品
调整
更新了中文本地支持
RBMK控制器现有自定义显示。目前共有6个值可以被显示,例如核心温度,容器温度,消耗进度,氙气中毒等
所有的锭物品的Ore Dict的“ingot”前缀都已经被移除,这会修复NuclearCraft(核电工艺) 的同位素通用情况
高炉的配方使用方式已经被重写并支持IMC
传输轨道现有弯曲的变种,允许更加“优雅”的转向且可以保持轨道的方向相同。使用螺丝刀在按shift的同时点击可以使其转向。
传输轨道现在可以使用螺丝刀来旋转
BF固体燃料现有辐射(普通燃料块辐射为1kRAD/s)
Bug修复
修复了辐射尘的屋顶坍塌效果影响基岩
修复了玩家的护盾值可以超过最高值
移除了铁砧配方所导致的大量log信息
修复了来自其他模组的铀和钍没有被HBM的辐射系统移除(放入黑名单)
修复了护盾饮料可以在stack size为0的情况下被合成
修复了辐照通道在没有处理任何物品时吸收中子
修复了斯特林发动机在其四个电力出口都放出其全部都电力,导致了比原本电力产量高4倍的输出
修复了ReaSim燃料棒在-X和-Z方向上受到更多的中子
修复了ReaSim燃料棒放出不够多的中子(与开头的警告相对应)
修复了传输轨道下落器不向其下方的插入器中供给物品,尽管被成功渲染/刷新
增加了“安全卫士”来防止BF爆炸所导致的崩溃
修复了掉落下来的齿轮不将其方向保存在NBT标签中
修复了时运和精准采集效果经常无法正常开采方块,有时还会不返还机器及其所含有的物品
修复了在按住shift点击油井或其他机器时会崩溃的问题
Added
Firebox
It's like a furnace that can't smelt anything
Used as a heat source for other machines
Has burntime and burn heat bonuses for different fuel types
Steel furnace
Large furnace with a 3x3 base
Can smelt up to 3 items at once
Requires an external heat source like a firebox
Certain items, especially ores and wood add to a "bonus" meter, giving free additional output
Fire door
Ported from 1.12
In order to get it to work, the whole door system had to be fixed properly. This should allow the rest of the doors to be added somewhat easily.
Fluid heater
A more powerful version of the firebox that uses fluids to make heat
Stirling engine
A cheap and not very efficient generator
When using a firebox burning normal coal, makes abut twice as much energy per tick as a combusion generator
The firebox is a lot more efficient when burning coal, meaning the resulting energy per unit is much higher
Will use as much heat as the heater provides, if that heat exceeds a limit the engine overspins, causing it to give a warning and potentially break
If the engine breaks, the large gear comes loose, turning into a deadly projectile. The gear can be picked up and reattached to repair the engine.
Shield infusion
Can be made from alexandrite and nuka cola in an anvil
When consumed, adds 5 shield points (with a maximum of 100)
Shields take damage before the player's health does
Damage to the shield is not affected by the player's armor
The shield will regenerate over time when the player has not been damaged for 3 seconds
Balefire solid fuel
Created by solidifying BF rocket fuel
Very potent fuel, lasting 10x longer than regular solid fuel
Can also be made into incredibly powerful presto log variants
Can be re-liquefacted into BF rocket fuel
Ferroruanium
Made in a blast furnace from steel and U238
Currently only used for making the ferrouranium anvil
Changed
Updates russian localization
Sellafite now slowly decays into its cooler forms until becoming inert
Most sellafite blocks have been removed, the hotter types now use metadata
Fallout effects can now re-heat sellafite
LBS mode now has a config for making AE2's ME drives safe
All turrets now have a tooltip showing off what ammo types they can use
Desh dynosynthesis now returns its full desh content
Machine descriptions now use localization
The iGen now has item connectors everywhere, allowing you to use hoppers to feed it with fuel
The old turret controller has been yeeted
The old fusion reactor core has also been yeeted
Same with the telemetry linker, as the new turrets have no use for it
the 256k fluid tanks have now been redesigned, the texture is a lot more modern, the labels are much better and more recognizable and the entire model now has a frame
If a conveyor inserter can't insert a stack, it will now make a second attempt with a single item. This should fix issues where it cannot insert due to that container's stack size limitations.
The structure marker has been gutted, only displaying the three remaining structures
The fire effect of fallout has been limited to 65% of its radius instead of all of it
The "roof collapse" effect of fallout now affects up to three blocks, allowing it to destroy larger buildings and even caves
Nuclear explosions no longer constantly generate radiation as they progress, instead there is an initial "gamma flash" in the beginning that uses a proper AoE effect
This fixes an issue where people would die from radiation poisoning even when deep underground or hidden behind a hill
This should reduce lag as there won't be radiation cloudlets during the explosion
The lingering radiation is now fully handled by the resulting sellafite
Nuclear creepers now respect the mob griefing rule
The turbofan has been rewritten, it remains functionally almost identical
Instead of spinning outright, it will spin up for about a second and spin down as its fuel runs out
The engine sound pitch matches the momentum during spinup and when using afterburners
The engine no longer creates small cloudlets, and the afterburner exhaust now uses newer and better looking particles
The engine's pull should now properly sync, meaning players in multiplayer are also affected again
The engine's blades now use interpolation for rendering, which makes them look a lot smoother
The engine now correctly uses the afterburner texture that was added during the redesign but never used
The solar boiler now boils only half as much water with the same energy
The artillery turret's shot delay in artillery mode has been increased from 10 seconds to 15
Fixed
Fixed mini nuke 16" shells listing the "splitting" trait
Fixed headshot effects being played even if the weapon is not capable of headshotting
Fixed HEAus recycling into lesser australium
Fixed T45 not moving its arms correctly when holding a weapon
Fixed bug where NEI's automatic wildcard resolver caused things like stained glass and wood subtypes to appear with a stacksize of 1
---以下为中文翻译---
添加
锅炉炉膛
类似于一个无法烧制物品的熔炉
为其他机器提供热源
对不同种类的燃料有不同的燃烧时间和温度的加成
钢熔炉
底座大小为3x3的熔炉
可以同时烧制3个物品
需要外部热源(比如锅炉炉膛)
特殊的物品,例如矿物以及木头会有免费的额外输出
Fire door(防火门?)
从1.12移植过来的
为了将其添加,整个门系统都要被修改一次。这应该可以让添加其他的门更加简单
液体燃料锅炉炉膛
使用液体燃料的高级版锅炉炉膛
斯特林发动机(发电机)
便宜但不是很效率的发电机
如果用锅炉炉膛来烧制普通碳,会产生2倍火力发电机的能量产出
锅炉炉膛在用煤炭做为燃料时效率会很高,也就代表着每单元时间的能量会更高
外部热源所有的热能都会被使用,如其热能超过一个阈值,发电机就会过载,导致其发出警报并有可能损坏
如发电机损坏,大型的齿轮会变成致命的弹射物被发射出去。齿轮可以被捡起来然后用来修理发电机
护盾饮料
用亚历山大变石和核子可乐在铁砧中制成
使用后,会增加5点护盾值(最高100点)
护盾会防止玩家受伤
护甲值不会影响护盾所受的伤害
若玩家3秒内没有被伤害,护盾会开始恢复
BF固体燃料
用工业固化机固化BF火箭燃料来制成
非常好的燃料,持续时间比普通的固体燃料长10倍
还可以用来做及其强力的Presto固体燃料变种
可以被重新液化成BF火箭燃料
钌铁
在高炉中用钢和U-238制成
目前仅仅用来制作钌铁砧
调整
更新了俄语本地支持
熔融凝固物会慢慢衰变成其更消沉的形式
大多数熔融凝固物被移除了,更活跃的变种现在开始使用metadata(元数据?)
放射性灰尘会重新使熔融凝固物加热
LBS模式现在有一个设置选项使AE2的 ME驱动器更安全
所有的炮塔都有tooltip显示其所使用的弹药种类
Desh生产会返还全部的Desh材料
机器描述会被包含在本地支持内(翻译)
所有iGen现在都有物品连接器,允许你用漏斗来供给燃料
旧版的炮塔控制器被移除了
旧版的聚变反应堆核心也被移除了
炮塔遥测卡也被移除了,因为在新版炮塔的环境下,它已经没用了
256k的流体储罐已经被重新设计,现在的材质更加现代化,标签也比之前更好且更容易辨识,且现在的模型也有一个边框
如果传输带导入器无法插入一整组(64个)物品,它现在会再次尝试只用一个物品导入,这应该解决导入器无法导入因为容器的一格物品数量限制
多方块结构新标被裁减了,仅仅展示3个遗留的多方块结构
放射性灰尘的火焰效果被限制在了65%,而不是全部
放射性灰尘可以使屋顶坍塌的效果现在可以影响3个方块,允许大型建筑以至于洞穴被破坏
核爆不会循序渐进的生成辐射,相反,会在最开始的时候产生一个“辐射爆”,来产生足够的AoE伤害/效果
会解决就算玩家在山后或地底深处还会被辐射杀死
这也应该减少由辐射云所带来的卡顿
残留的辐射会完全由熔融凝固物所提供
核爆爬行者现在遵守了怪物不破坏的gamerule
涡轮发动机被重写了,但是其功能基本一样
涡轮发动机并不会直接达到最大转速,现在会需要1秒左右的时间来加速,关机时也需要1秒左右来减速
涡轮叶片的动能也与声音的频率相连(加力燃烧也会改变声音的音效)
涡轮发动机不会再产生小的雾/云团了,加力燃烧会用更新且更好的粒子效果
涡轮发动机的吸取效果现在应该更好的同步了,也代表着联机模式下的所有玩家都会被正确地影响到
现在引擎叶片用interpolation来渲染,会让其看起来丝滑很多
发动机现在可以正常的使用加力燃烧材质(之前就被添加过但是从来没有用过的材质)
太阳能锅炉现在仅仅需要一半的水来达到相同的能量产出
大炮(artillery,可能是高射炮?)的大炮模式的延迟从10秒增加到了15秒
Bug修复
修复了迷你核弹可以分裂的情况
修复了爆头效果依然生效尽管使用的武器没有爆头的能力
修复了HEAus(高浓度奥斯燃料棒)仅能回收一小部分的奥斯材料
修复了T45装甲的胳膊无法在持有武器的情况下正确的移动
修复了NEI的自动通配符(wildcard resolver)导致如玻璃以及木头的变种看起来仅仅堆叠1个物品
Added
Power net prioritization
Machines can now have priority in networks, currently only batteries make use of it
There are three different priority levels which are supplied with energy on a level by level basis
Config for fallout effects
More mass storage variants
Desh (100k items)
Technetium steel (1M items)
Atlas
A revolver that uses multiple .357 types
Accepts iron, lead, gold and desh bullets
Also allows for headshots which deal x3 damage
More artillery ammo
Multi phosphorus, splits into 10 WP shells
Multi mini nuke, splits into 5 mini nukes
Changed
GT6 radiation and universal hazmat suits now have radiation resistance
Solar boilers will no longer render the light beams at minimal particle setting
Mass storages now have a tooltip when aiming at the block
Storage crates now have a limit how big the NBT data can be when dropped. This will fix crashes or playerdata corruption when nesting too many crates (or heavy stacks like AE2 cells and backpacks). The crate will simply drop its contents in this case
A similar rule now exists for the crate cart. However, the crate cart will explode instead of dropping its contents.
The fallout range has been increased from 180% to 250% of the blast radius
Trees in the outer half of the fallout radius won't be charred and the leaves won't disappear, instead they will be replaced with dead leaves
In the inner half of the fallout radius, roofs made from blocks that aren't very blast resistance will collapse
Turrets now have sounds when opening and closing the GUI
Artillery shells now play a much louder rumbling explosion sound
Extended lang file support
"Protection applies to damage" for FSB armors
"Will never protect against" for gas masks
Armor mod applicability info
Template folder tooltip
Siren track "created in template folder"
WP artillery shells are now cheaper
Armor mod tables now display slot information when hovering over them (with lang support), in addition to having a blinking center slot, making it more apparent that this is the slot that is used for modifying an armor piece
Turret target buttons now have tooltips (also with lang support)
The assembler recipe template is now called _hbmAssembler.json to be more in line with the other recipe files
Removed Jon Arbuckle mode from battery blocks, buffer mode is now accessible right away again
Batteries instead have a toggle for connection priority and a small information tooltip on when to use what mode
The "miner" tool class should now also include the vanilla "pickaxe" and "shovel" toolclasses
Added tooltip for artillery modes
Changed range for arty cannon mode from 128 to 250
Added ammo information to the arty ammo slots. This type of tooltip will also be added to other turrets.
Fixed
Fixed FENSU still bugging out due to the transfer limit not being applies properly
Fixed crash caused by broken assembly template
Fixed progress bar breaking when putting in an upgrade as the electric furnace is already smelting
Fixed altitude of mini nuke 16" shell explosion causing it to appear weaker than the HE shell
Agent orange clouds no longer save to NBT, fixing potential freezes caused by poison geysers at chunk borders
Fixed batteries not properly saving their power when the block update threshold is not crossed
Fixed re-eval system having a ton of collisions with the supposedly unique IDs, which caused switches often not properly disconnecting cable segments
Fixed autocrafter having a hardness of 0, causing it to not drop
Fixed issue preventing RBMK fuel rods being loaded from NBT, voiding the fuel rod when entering a world
Fixed xenon not being considered a gas and therefore not being ventable
Reverted assembler back to the old behavior, only allowing automation via chests and crates. This is only a temporary fix for assemblers ignoring hopper IO rules, potentially voiding or duping items.
Added
Iron furnace
An upgraded version of the regular furnace
2x2x2 "fake" multiblock
Has burn time bonuses on fuels like coal and solid fuel. For example, regular coal will smelt 10 items
Fuel is only used up in operation, meaning fuel is never wasted
Has an upgrade slot for speed upgrades, a level 3 upgrade doubles the smelting speed
Yes it's the factorio furnace shut up
Artillery turret
Fires powerful 16" shells
Has three firing modes, artillery mode (grace 128m, detector 3km), cannon mode (grace 32m, detector 250m) and manual mode (max. 3km)
Can be used in manual mode using a artillery remote, simply sneak click on the artillery to link
Artillery shells load chunks
Shells come in flavors such as:
Standard (safe)
The Factorio Special (also safe)
HE (destroys blocks)
Phosphorus (incendiary)
Mini nuke
Full scale nuke
Yes it's the factorio artillery turret shut up
OpenComputers integration
Certain machines can now be controlled or motored using OC
More information on that later
Glass cannon
A powerful laser weapon that uses electricity
Uses different firing modes which can be cycled through with right click
Zirconium fast breeder for ZIRNOX
A fuel rod based on MOX used for quickly breeding technetium
Changed
Updated chinese and russian localization
Players will receive a guide book when first entering a world
Gas centrifuges have been reworked again
The GUI is now prettier, easier to understand and now has 4 output slots
Outputs don't require fixed slots anymore, reducing clogging
The NEI handler has also been improved
Mass storage blocks now have beepy sounds when opening and closing them
Retextured the conveyor IO blocks
Updated IO rules for the arc and electric furnaces
The electric furnace now has a prettier texture and also accepts speed and power saving upgrades
The vein miner ability will now consider redstone and glowing redstone the same block
The connection powers on the fusion reactor's torus should now support electricity
Info about nuclear weapon components have been moved from the item's tooltip to the bomb's slots
The deuterium extractor is now made in a tier 2 anvil instead of the assembler
The ZIRNOX now has an IO port for items at the very top
Increased the lifespan of most ZIRNOX fuel rods
Decreased the iGen's bonus for boosted presto logs from x10 to x4 (which is still a lot)
There is now a config option called 1.27_enableReEval which can be used to turn off the re-eval system. Turning this off might break power grids that rely on crossing unloaded chunks, but it will fix the bug where in rare cases power nets remain connected even when a switch is turned off.
Bumped up the render distance for nuclear explosions
Removed the titanium and advanced factories. You can get the contained items back by simply breaking the core.
Vanilla furnaces now have custom IO behavior when used with conveyor IO blocks. It should now be possible to insert and extract from any side, but due to limitations inserting fuel may overflow into the smelting slot. For more precise item IO, please use iron furnaces instead.
Fixed
Fixed rounding errors with RBMK boilers losing water in a closed cycle
Fixed issue where conveyor IO blocks did not properly follow hopper IO rules
Fixed crash caused by broken assembler templates
Fixed autocrafter not ejecting the last container item
Fixed UF6 yielding too little uranium furl in gas centrifuges
Fixed RBMK explosion particle losing transparency under certain circumstances
Fixed several issues regarding hopper IO with the chemical plants, assembly factorio and mining drill
These should now roughly (but not perfectly) use the hopper IO rules
This also fixes the issue where these machines can insert and extract ghost items from filter slots, which would allow for infinite duping
Fixed bug where armor would seemingly repair itself (but stack to 0) when destroyed by cloud or caustic barbed wire
Changed
Updated russian localization
Fusion reactors running on balefire now explode like a balefire bomb
Added canister forms for leaded fuels and coal gas
Fixed
Fixed inserters crashing when connected to chests
Fixed extractors ejecting their filters instead of their buffer
Fixed leaded gasoline canister being unobtainable
Fixed inserters and extractors not dropping their contents when broken
Fixed conveyor belts not dropping and having a harness of 0
avoid using inserters with regular chests for now, hotfix will come soon
Added
Conveyor belt functionality (and this time for real)
More conveyor belt variants such as double and triple lane, chutes and lifts (splitters pending)
Conveyor extractor
Will remove items form an inventory using hopper IO and place them on a conveyor belt
Has item black and whitelisting
Supports filtering using item, metadata and ore dict
Can be turned off with redstone
Conveyor inserter
Does the opposite
Has a small internal buffer for when it cannot insert an item
Has comparator output for when the buffer is full
Upgrades for the ejector
Ejection speed upgrade will decrease the delay between ejecting an item
Stack ejection upgrade allows to eject larger quantities at a time
Changed
Thorium fuel now contains less uranium-233
ThMEU ZIRNOX rods now have a reactivity factor of 40 instead of 30
ThMEU RBMK rods now have a reactivity of 20 instead of 12 but slightly lower heat output
Conveyor items now have a smaller hitbox
Conveyor items now move a lot smoother along conveyor belts
Conveyor belts can now be crafted with leather, iron+rope and rubber (highest yield)
Mass storage blocks now support proper hopper IO
Know your gusics
ZIRNOX reactors can now be extinguished with foam
RBMKs will now stop burning faster when extinguished with foam and stop radiation sooner when extinguished with sand
Graphite debris now has a radioactive aura
Graphite chunks can now be shredded into coal powder
Rebalanced schrabidium RBMK recycling
More RBMK rebalancing
NU now generates slightly more heat
HEU-233 now has half the reactivity mod but uses the linear function
HEU-235 now has a reactivity of 50 instead of 40
MEN now fissions with any neutron
LES and all neutron sources now fission into slow neutrons
Po210Be now uses a passive function with higher output
Pu238Be now has higher base stats
The dyatlov instant meltdown applicator now also works on a ZIRNOX
Completely removed a batch of legacy items, freeing up IDs that would otherwise be wasted
Removed the centrifuge tower as a microcrafting item, centrifuges are now crafted with centrifuge elements directly
The standard centrifuge only needs a single element
Centrifuge recipes have been cleaned up, needing fewer random materials to make
Thermal distribution units have been removed, thermal bombs are now crafted with phosphorus and ice powder respectively
The AI-chip's texture now matches the golden circuit
NTM's plants such as hemp can now be fertilized, dropping the plant and allowing for duplication
"Plink" sound effects caused by special armors when absorbing damage now have a cooldown of 0.5s and are now a lot quieter
Larger turbines now have a slower spinup phase when operating instead of turning their rotors at full speed right away
Fixed
Fixed tooltips for RBMK fuel enrichment
Fixed conveyor items always resetting their stack size to 1
Fixed ore caves not being able to do neighbor checks on chunk borders
Fixed ore cave stalagmites spawning in water
Fixed turbine recycling recipe
Fixed dropship causing logspam due to the packets being sent from the wrong side
Fixed RBMK console glitching when temperature exceeds melting point
The check done to melt down an RBMK rod has been moved internally so that it should no longer create cases where reactors that appear to be 200° below melting point still explode. The number shown on the DODD should accurately describe the value used for meltdowns.
The debug wand lets you spawn the new WIP nuclear explosion animation for anyone who cares
MD5: b766bc5c64631ae2c9aa1ad1aee3b0fe
SHA1: a5cf3df1c908430147535655b88e1caab5c3f7c9
dialEnableMeltdowns for turning off meltdowns
Desh crates
Mass storage (only one tier currently)
Conveyors still suck but they look fancy now
Autocrafter (more on that later)
Crate noises (clink clank)
The crate blocks have been rewritten which might or might not have broken something
Removed terrible fire effect entity and used an actual particle instead
Hotfix 1
Items on conveyor belts now move silky smooth
Fixed crash caused by putting mass storages with no type into output mode
MD5: f9e6c410e6a40046229ff3aa1aaea293
SHA1: 991130ea054a572cc154929e35caccca0ea4c805
Added
Assembly factory
8 assembly machines in one
Needs water to run, just like the chemical factory
Should work for the most part, some visual effects are still missing
Diesel powered armor
Similar to the steam suit, but more mobility oriented
Changed
Condensers and cooling towers now have HUD overlays
Reworked the gas flare
Now called flare stack
New model and GUI
Can now burn any flammable fluid (10% efficiency for liquids, 50% for gasses)
Can vent any gas
Has buttons to toggle the flow and ignition
Can take upgrades
Deuterium extraction machines now need 50% less power
The rod setting of the research reactor now blinks when selected
Rebalanced outputs for many SILEX fuel recycling recipes
Many RBMK fuels now make use of the depletion functions
Some fuel stats have slightly changed
Nuclear explosions now use a new algorithm that makes them slightly faster and a lot more precise, preventing jagged craters on high-yield explosions
The mulit fluid ID can now change the type of oil machines that have no GUI
Retextured the circuit items
Updated the turbofan model. The multiblock is now 7 blocks long instead of 9 and the port positions have changed
Fixed
Fixed template shifting
All newer templates now save their recipe as NBT, being labeled "persistent template"
Older templates that use item meta will still work, they are labeled "volatile template"
Fixed crash with energy proxies
Fixed cables visually not connecting to watz ports
Fixed RBMK crane console using the old shotgun model
Fixed nuclear explosions leaving behind a "cone" on the top
Fixed potential issue with HUD rendering where helmet overlays do not use blending
Fixed a few machines having their audio loop cut off at random
Fixed the ports on the chemical factory being offset
Fixed config calling 528 mode "easier than normal"
Added
Universal JSON recipe handling
This will allow me to easily add JSON configs to any machine recipe
Currently, the chemical plant, particle collider and spent fuel pool drum have gotten configs
More to come
Configs are generated in the hbm subfolder, in order to use a config, remove the underscore prefix
More pile rods
Used to make tritium
Beep when neutrons pass through them
Neutron detector
Lithium breeding rod
Aluminium shells can now be used as cladding, increasing the passive cooling rate
Multi fluid identifier
Can hold up to two types at once
Right click will toggle the active type
Sneak clicking in the air will open a GUI letting you choose the types
It might not work in GUIs yet but you can assign pipes with it
More rails
For when you don't have metal around and just want to patch holes in your track
50% speed penalty
A cheap steel rail
Narrow gauge cart rail
Wooden tracks
More minecarts
A steel cart that can be configured to destroy nearby items
Currently unused
Can't be ridden or opened
Looks pretty sleek
It's a steel crate in a vanilla cart
Will keep its contents when broken
Crate cart
Steel minecart
Scrap destroying cart
Changed
Schrabidium waste and neptunium can now be SILEXed
Gas centrifuges are now slightly cheaper
Little boy U235 parts are now more expensive
The gas centrifuge speed upgrade no longer requires bismuth and instead is made from rubber and niobium
The destroyed house structure no longer has underground nuclear waste barrels
Battery blocks now have a comparator output to monitor the charge level
Battery blocks now have a child safety lock, lecturing the user about the dangers of using buffer mode
Fracking towers now have small ports as part of the model
Made it more obvious that the template folder has a search bar
Minecart rails now show some information like speed modifiers in the tooltip
Made chargers cheaper and also added a bulk recipe that yields 16 chargers at a discount
Removed ash storm overlay
Particle colliders now have an info panel for the initial 750 momentum that the collider now has
Most collider recipes now require ~1000 additional momentum to make up for the recent change
Setting particles to minimal now no longer spawns any cooling tower particles
Fixed
Fixed issue where grenade types would save wrong, potentially causing crashes
Fixed mug requiring a bottle opener and not yielding a pull tab
Fixed deuterium tower's display being wrong
Fixed FSB armor with geiger counters clicking too much by picking up rounding errors
Fixed error messages when opening NEI
Fixed various issues with structure generation
Fixed crane consoles having a hardness of 0
Fixed dropped custom nuke being invisible
Fixed portable ME drives not being affected by radiation
Fixed ancient bug where the dropped custom nuke's collision box is shifted to the side, instantly detonating it when dropping it off a wall with certain rotations
Added
RBMK fluid heater
Can remove heat from the reactor by using mug root beer as a coolant
Also works with regular coolant I guess
RBMK heat exchanger
Uses hot mug root beer to heat up water into super dense steam
Works with hot coolant too I guess
Added mug root beer, hot mug root beer and hot coolant
Charging station
Will recharge worn and held items such as power armor and power tools
Transition seal (yes for real this time)
The biggest door in gaming
Shoutouts to my man Drillgon for all this intense math
New system for HUD messages
Short info messages like compass measurements, info about gas mask filters or detonators now have their own little panel in the HUD
The position can be changed in the config, as of now there's only 4 fixed positions (top left, top right, below the crosshair at the left and right) but in the future there will probably be a more customizable system
Press preheater
Somewhat cheap block that will heat up neighboring burner presses slightly
This should completely cut the preheating phase short, saving on coal in early game and making using the thing less of a chore
Rope
Made from hemp
Can be used to craft leads
Not used in anything else as of now because as it turns out way fewer recipes actually have the need for rope than i expected
Tobacco
Made from smelting tobacco plants
Now required for cigarettes
Added a few smaller structures to test the dungeon generator system
I haven't even discovered all of them myself yet
Added three new achievements
Witch taunter
I should dip my balls in sulfuric acid
I should not have dipped my balls in sulfuric acid
5G emitter upgrade
Works for maxwell only
Heavily decreases energy consumption
As a drawback, it does not kill players
Requires alexandrite to make so good luck with that
Changed
Updated russian localization
The particle accelerator now has a "stats" tab that will display info on the previous operation such as status, momentum, error position, etc
The particle accelerator now has more status codes instead of "no recipe", stating whether the ingredients are wrong, the accelerator too short r in the wrong mode
An accelerator set in circular mode can now also do all linear recipes, making it no longer necessary to switch the modes on an already completed accelerator
Barbed wire now has an additional slowdown effect, making it also work on spiders
Added arsenic to the ore dictionary
Baby mode has been renamed to "less bullshit mode"
All of the changes in this mode now have their own configs (enabled by default, assuming the mode is turned on) similar to the 528 config
A new option for making post-bismuth medication more affordable
Recipes for decorated cobalt and starmetal tools are also simplified now
A new option for enhanced centrifuge output, allowing post-reactor materials like technetium and bismuth to be extracted from ore
New options for easier chemical plant recipes, reducing some material cost and removing mercury from many recipes
An option for making meteorite ingots from meteorite cobble and steel ingots
Many lategame assembler recipes that used to use insulators now use actual rubber
Renamed weed to hemp because the meme stopped being funny 0.2 seconds after version 4200 came out
All of the upgrades now use the new textures, some exclusive upgrades now have a slightly different shape to make it apparent that they are only for certain machines
Particle accelerator power plugs now have a tooltip for their charge level
The lighting on ISBRH-rendered obj models has been redone, it should be slightly more in line with vanilla rendering and color blending (on the new pipes for example) should now look a lot better
Particle accelerators particles now have an initial charge of 750, no longer requiring a plug at the very first segment
The chemical plant will now empty all unused tanks for the current recipe. While a regression in functionality, this fixes an issue where the input fluid can sometimes be output. The old behavior will be restored once the new fluid pipe system is fully implemented
Pile rods now have radiation values
Xenon pellets for un-xenon-able fuels are now gone (for some reason?)
Removed smelting recipe for bones, instead slime balls can be made by combining bone meal with sulfuric acid
The titanium blade recipe now yields 4 instead of 2 turbine blades
Small turbines are now substantially easier to make and somewhat cheaper
Updated models for the KS-23 and the original nightmare revolver
Fixed
Fixed item dupe with thermal caches and chemical plants
Fixed immense debug spam
Fixed deuterium extractor always having "water: 0mB" as the tooltip
Fixed meteorites being able to replace bedrock
Fixed sulfuric acid bucket not having the actual forge fluid assigned to it
Fixed general wonkyness with the digamma ash screen effect when optifine is installed. Due to the way the new effect works, one can effectively cheat and disable it by pressing F1. This will be fixed uhhh some day
Fixed the radiolysis chamber crashing after filling it with too many pellets
Fixed very critical issue of the power gauge's gradient being backwards in the iGen's GUI
Fixed spent fuel pool NEI handler showing the "all recipes" button despite it not working
Fixed the impossible achievement having a trigger
Fixed sulfuric acid recipe not having localization or an icon
Status update on the new fluid net system
Quite a few machines have been ported and now use the new system in parallel to the old one. The old system won't be shut down until the new one is completely functional. I've turned off the debug particles for now, so the only wy of finding out what machines work with the new system is to try it out.
Added
Bucket of sulfuric acid
Sulfuric acid as a fluid, can be created in chemical plants
Power debugger
Right click on a cable will print statistics to the current network as well as spawn particles for every connected link/subscriber
Cracked stone
It's like oily dirt but as stone
Arsenic
Can be created from oily debris which comes from fracking
Using a bismuth anvil it can be turned into an arsenic chipset which is a valid alternative for bismuth circuits
Flowers
None of them are used right now
Foxtail will be used to make medicine
Nightshade might be used for poison
Tobacco will be included in the cigarette recipe
Weed is literally just weed
Über concrete
Highly durable and visually pleasing alternative to concrete
Has no recipe yet
It's safe i promise
Changed
Updated russian localization
The standardized NEI handler now has a button for showing all recipes
ME drive items will now be as radioactive as all the items inside of it
Reworked some of the config options, some general config options have been moved in their own categories
If you use the config, it's recommended to delete it in order to get rid of all the deprecated options
All item hazards can now be turned off individually
Disabling radiation now works properly for all radiation sources
The hard landing ability will no longer destroy dropped items
Thorium-232 can now be irradiated into thorium fuel using the RBMK irradiation column
Tomb gas will now remove radaway and rad-x potion effects
There's been more work on the new fluid system, you'll notice some new pipe types (which obviously won't work) as well as particles coming out of fluid barrels and combustion generators. Those are only for debugging purposes.
Speed upgrades have been retextured. The new texture base might not be final and might even be reverted.
Rebalanced the radiation values of many fuel rod items as well as other things
Rebalanced some recipes
Added a config for overriding the dash keybind
Dead leaves will now decay and fall, leaving behind layers of fallen leaves
The deuterium extraction machines now have a tooltip showing the power level and fluid contents
The dark nightmare revolver's model has been updated
Fixed
Fixed energy net re-eval not working with substations (or any hypothetical conductor block that uses proxies)
Fixed fortune working on deco blocks
Fixed foam and sand layers despawning in high light levels
Fixed durability resetting when cycling through tool abilities
Fixed gas mask attachable rendering wrong
Fixed negative power values for arc furnace and electric boiler
Fixed plastic blocks using the dirt material and therefore being harvestable by shovel
You'll find some more unfinished crap in this version, try not to go insane about it.
Changed
The config option for the random ore spawn rate has been changed (from R00 to R01) and is now 0 by default
There is now a general toggle (R00) for disabling the ore type generator that would otherwise take up a large part of the creative inventory (generation is disabled by default)
Fluid ducts now have a block tooltip for the type they support
Zombies and skeletons that spawn with gas masks now have a standard filter installed
The catalytic cracking tower is now twice as fast
Chemical factory now has a brand logo on its bottom
Radiolysis chamber now runs cracking recipes faster the more pellets it has
Fixed
Fixed broken character in the SPAS-12's description
Fixed blinding materials having such a short effect that it no longer does anything
Fixed radioactive items with a radioactivity of 0 displaying the trait (relevant for scaling items like tritium breeder rods)
Fixed a few fluids marked as flammable or combustible not having proper values
Fixed hydrocarbon fluids using the wrong color
Fixed fluid container dupe due to metadata not being checked
Fixed water rendering breaking during antimatter explosion flashes
Fixed chicago pile not saving the progress or neutron buffer to NBT
Fixed red copper connector not properly running re-eval routine for neighbors, potentially segmenting the network
Fixed missing localization for asbestos resource stone
Fixed cracked oil neither having a tank label nor fluid texture.
I recommend you make a backup of your world - I do mean it. Who knows what the recent energy changes will do to your turbines.
我建议你备份你的世界 - 我确实是认真的。谁知道最近的能源变化会对你的涡轮机产生什么影响。
Added
Asbestos caves
Take a deep breath
Sulfuric acid
Generates in sulfur caves
Can not yet be picked up with a bucket or be snythesized
Added all those missing tank labels
Classic cable
An alternative for the normal red copper cable that has the same look as the old red copper cable
More performant than the original and has proper lighting!
My bois vær and pheo now have capes
Mug
Due to recent feedback concerning the removal of some ores, I have added back those ores in addition to some other miscellaneous ores for things that should generate naturally
Changed
Updated russian localization
Made s'more block less hideous
Power nets will perform cleanups only once per tick instead of once per pulse
AB missiles will no longer spawn particles above Y:400
AB missiles will now always despawn above Y:2000
Fixed
Fixed crafting tools being repairable in the crafting grid, allowing for duplication
Fixed desh stamps stating "made in template folder"
Fixed unloaded tiles remaining in the power net, turning into "energy black holes" and adding lag
Fixed chemistry templates crashing while holding shift on broken templates
Fixed ancient bug causing gas masks to render incorrectly on baby mobs
This week has been mostly spent making preparations to replace the current fluid network system (you know, that laggy terrible one) similarly to how cables have been updates a few months back. Expect results in the coming week.
Added
Sulfur caves
Currently just a proof of concept
Sulfurous stone can be shredded or centrifuged into sulfur
Doesn't have config options yet
Generation rules are similar to strata, but blocks only spawn when exposed to air
Chemplant recipe for dynamite
Changed
Plastic explosives without primer no longer have the explosive trait
Power nets will now keep unloaded links in the network even if links are removed, which used to completely dissolve the network
This means that using cables through unloaded chunks should now function more reliably
Functionality has been removed from the test_bb blocks (which was intended to crash)
Most conductor blocks now have a debug functionality printing the current energy net when the player is standing on them
The dash indicator now renders as part of the hotbar, allowing it to be seen in creative mode
NPC lasers now use the laser damage type correctly
Fixed
Fixed jetpack particles having incorrect velocity values
Fixed mining drills not properly mining bedrock coltan
Fixed broken normals on the bismuth armor
Fixed none of NTM's sounds working
Fixed land mines being replacable by multiblocks, leading to crashes when placing the soyuz launcher
Added back the mistakenly removed recipe for thermonuclear warheads
Fixed primed dynamite being rotated wrong (something that vanilla TNT also does wrong!)
Fixed some lang keys having unnecessary escape characters visible
And now for last week's features I forgot about
Bismuth armor
An authentic aztec fursuit armor set
Adds three dashes (use by pressing shift)
V1 also adds 3 dashes now
Stacks with bismuth armor
Changed
Updated russian localization
Fixed
Removed NTM machine sound category that loves to crash for no good reason
About sounds
Yes I just noticed that none of NTM's sounds work anymore. Cry about it. With as much headache as these god damn things have caused me, I'm not doing another hotfix. If it were up to me I'd just remove sounds entirely.
You can fix it yourself if you want, just locate sounds.json in the assets folder and replace all occurrences of ntmMachines with block.
Added
Red copper diode
Similar to HE/RF converters, can receive power from 5 sides and transfers it over the marked side
Also acts as a limiter, can be configured with screwdrivers and hand drills
Ideal for reducing the amount of power going into reserve batteries that would otherwise claim way too much due to their network weight
Changed
Antimatter cells now have a smaller block breaking radius, but a larger hurt radius
In addition to doing damage, the explosion also releases a short burst of radiation
Instead of the default explosion particles, antimatter creates a short bright flash
Particle settings now affect some NTM particles
Jetpack ground particles and smoke are now only shown on the highest setting
Jetpack flames are now disabled on the lowest setting
Vomit particles now scale with the setting
Dead leaves are now 50% as common on the medium setting and disabled on the lowest setting
Batteries and FEnSUs now show the charge level when looking at them, similar to RBMK stats
Most power armor helmets now disable rendering of the player's hat layer
A full set of FAU also disables the legs, fixing weird clipping
Large pylons and substations now render in 3D in the inventory
Fixed
Fixed RBMK and plate fuel NQ functions being wrong
Fixed a bug where sometimes the power net would supply some consumers twice while ignoring others
Fixed bug where the power net would try to supply the network with 0 HE, causing needless lag
Fixed disposal and spent fuel pool drums not working correctly when using shift-click for inserting items
Fixed nuclear furnace's fuel slot having a capacity over 1
Fixed an issue when cables and other conductors try to connect, potentially fixing a rare issue where cable switches would break
Fixed tooltip on the solidifier simply reading "beb"
Fixed some remaining debug logspam
The FEnSU now has a transfer limit of 10PHE/t, fixing an issue where using it in a normal energy net would often lead to overflows and subsequent negative energy
Fixed chemplant crashiing when using Thermal Expansion caches for the output
Changed
AT mines are now more visually pleasing
AT mines now have a much smaller desturction range, but instead feature a secondary concussive blast that is more powerful
The initial safe distance of mines is now 2x the size of the sensor range, making the placement of mines a lot more safe
Land mines now play the time bomb beep when armed, instead of the generic boop
Fixed
Fixed SPAS-12 alt fire using the bullet configs from the belt instead of the mag
Fixed crashes caused by binding the reload key to a mouse button
Fixed steam suit still not having a recipe
Fixed xenon-rich pellets amplifying the radiation values to an insane degree in an unintended manner, sometimes causing negative values
Fixed bug that caused rubber and slime pads to not do anything (turns out they never had any functionality, whoops)
Fixed a crash caused by putting a Thermal Expansion cache in front of a chemfac output chute (the regular chemplant might still be affected!)
Fixed a bug causing the chemfac's output chute to ignore inventory stack limitations
Fixed chemfacs not connecting to external power sources at all
Added
Mini nuclear waste barrel
A barrel of waste that can be loaded into the M42
Properly added the steam suit
Fueled by ste- I FORGOT THE RECIPE AAAAA
Chemical factory
It's 8 chemplants in one large machine
Requires additional water for operating, produces LDS, use of cooling towers is advised
Uses some freaky custom fluid network code which has been tested to some extent but I wouldn't hook it up to my nuclear reactor
Sound category for machines
Still an experimental feature, opening the sound options tab may or may not cause crashes
I tasked ghostii to figure this one out but he was preoccupied reinstalling windows for the Xth time
Properly implemented more explosive charges
Similarly potent, drops all blocks with fortune 3
Very potent, doesn't drop blocks
C4 demolition charge
Semtex mining charge
C4 and semtex now have TNT-like bomb blocks
SPAS-12
Just like the one from half-life
For all those semi-automatic SPAS fans: cry about it
The kyiv special
A molotov cocktail filled with napalm
Changed
The laser detonator now has a 3D model
The laser detonator will now use the HUD status messages to inform players of the detonator's success, preventing excessive chat spam
Quackos can no longer be put on a leash
Despawning quackos now drops 3 duck spawn eggs
The radiolysis chamber's recipe has been changed, it no longer needs steel beams or circuits but instead requires rubber
The catalystic cracking tower will now output low pressure steam, requiring a condenser for optimal use
Maxwell now has its own microwave damage type instead of using the shrapnel type
The V1 armor mod now has a 50% speed boost
The catalytic cracker and fractioning tower no longer display their fill gauges in chat, instead it's an overlay like the RBMK's DoDD
Most NTM ores, including depth ores, now support the fortune enchantment
The fallout effect should now be noticably faster
Many occurances of semtex and vanilla TNT have been replaced with NTM TNT. Semtex and C4 are now used in a few non-HE rocket and grenade recipes
Updated bolt action models, all bolties now have animations
Fixed
Fixed chemical plant accepting fluids in its input tanks
Fixed hidden chemplant mechanic not working
Fixed NTM using CodeChickenCore as a dependency by accident
Fixed large energy networks lagging when connected to hadron power ports
Fixed toolboxes being able to dupe items by loading containered items
Fixed electric boiler GUI desync
Fixed ducks and cats being affected by digamma radiation
Fixed falling custom nukes not saving the configured explosion data when unloaded
Fixed a lighting glitchcaused by the bolter's inventory rendering
Hotfix
Fixed looking at sound settings always crashing (this time for real, I promise)
Fixed one last CCC dependency still being used by asphalt
As compensation, take this picture of the funny wide chemplant
Added
Composition C-4
Currently few uses, can be uses instead of semtex in mining charges
Block of C-4
It's semtex but in a manly shade of pink
Rubber
More leaded variants of fuel
Leaded gasoline (or rather, non-leaded gas was added)
Leaded coalgas
Leaded petroil
None of them have tank labels yet please stop yelling
Chemplant recipes for making bakelite, TNT and lubricant
Redstone-controlled power switch
Plastic blocks
Come in different flavors such as polymer, bakelite and rubber
Light beam emitter
A decorative block for making customizable laser beams
Remnants power armor
Should be mostly finished now, very hard to get but has amazing protection
Added NEI handlers for steam cracking (separate from radiolysis) and fractioning
Changed
Updated russian localization
Change the rad-x recipe to prevent recipe conflicts
Updated some chemical recipe icons
Many fluids now have proper burn values which are used by the industrial generator
Fuel canisters are now one item with metadata determining the fluid type. The old canister items are deprecated but still exist, they can be recycled into new canisters
The demon core recipe has slightly changed and is now done in the anvil to prevent screwdriver duping
Certus quartz now yields a lot more when centrifuged and acidized
Cable drums now display the distance from the connected pole in the HUD
Asphalt has been rewritten, instead of accelerating the player every step, making walking needlessly hard, the acceleration is applied evenly
The smelter ability on pickaxes now no longer try to smelt the block you mine but rather the block's drops. This should make it work more as expected, for example when mining stone
Chemplants now produce steam clouds again, but at a slower rate
Fixed
Fixed reactor remote control sometimes not showing any GUI elements
Fixed crash regarding deprecated chemical plant blocks
Fixed ore dict key for fluid containers being upper case
Fixed chemplant having the fluid output ports in the wrong locations
Fixed bug where some fluid containers had no container item when crafting
Fixed bug where hazard tanks would return normal tanks as their container items when used in crafting
Fixed isotope rods displaying a 5x higher number of item smelt operations in the nuclear furnace
Fixed some fluids not rendering in the GUI
Fixed bug causing most blast furnace recipes not showing up in NEI
Fixed coated fluid ducts not working at all
Fixed chemistry icon technical items being id-shifted
旧版本更新到此版本很可能会破坏您现有的化工厂,在更新之前打破它们!
Added
Guide book
Short book covering a lot of the mod's basics
XP juice
Made from unloading XP IV bags into tanks
Can be used to fill glass bottles to make bottles o' enchanting
Can be processed into ender juice
Ender juice
Made from liquefacting ender pearls or from combining XP juice with diamond powder
Can be solidified back into ender pearls
Changed
Updated russian localization
Diesel and rotary gens now display efficiency
The chemplant has been completely rewritten
ID shifting of chemistry templates should now no longer ocour
The chemical plant will only pull in as many items as it needs, this will prevent jams
The chemplant currently has no sound
Not all changes have been fully tested yet, use with caution
HE to RF converters now have a network weight correlating to the actual usage, preventing them from jamming power nets for no reason
RBMK crane consoles are now craftable in 528 mode
Updated "commercial kit" contents
Undid some trolling with the FEL lasers. Afterburn is now a lot shorter and radiation won't bypass protection
Fixed
Fixed some SILEX recipes
Fixed gravel not needing a laser in the SILEX
Fixed some issues regarding batteries. "Resonating" batteries in buffer mode are now chargeable again and there is no default max charge level
Fixed a bug allowing any liquid to be processed as UF6 in the gas centrifuge
Hotfix
Fixed research reactor control panels sometimes not rendering anything
Fixed crash due to deprecated dummy blocks
Added
Radiolysis machine
Powered by a large RTG, produces power
Also does cracking and sterilization recipes
Looks stylish
Solidifier
What the name implies
Can freeze water, make obsidian from lava and create tar and solid fuel from petroleum products
Expanded petrochemistry
From liquefacting coal
Can be fractioned into coal gas (i.e. gasoline) and crude oil
Currently not that useful, but it allows you to make (actual) TNT and bakelite
Can be turned into solid fuel too
Comes from cracking oil and bitumen
Can be processed into crack naphtha, light oil, unsaturateds and aromatics in a refinery
Crack oil
Unsaturated and aromatic hydrocarbons
Coal oil
Yes the new fluids don't have fluid tank label textures, cry about it
Bakelite
Can be made from aromatics and petroleum
A cheap substitute for polymer (which is teflon)
Doesn't have a chemplant recipe yet
Remnants power armor
Currently unobtainable and copied the stats from steel ranger armor, this will be changed soon
Still looks pretty sick ngl
Toolbox
Can be combined with up to 8 single items in the workbench
Functions just like a kit, adding the items into the inventory
Note that if the inventory is full, the toolbox will void the remaining items. This will be fixed soon.
Salient green
Made from putting any food item into the liquefactor (the more nutritious the more it yields)
Can be solidified into algae wafers
Block of dynamite
Similar to vanilla TNT, 50% stronger
Using a screwdriver toggles "ignite on break" mode
Restored broken vanilla feature: Ignited dynamite won't have a terrible fullbright white overlay that z-fights with the block, and instead have a glow that becomes more intense as the fuse runs out
Block of TNT
Actual TNT, unlike vanilla's gunpowder and sand mixture
Twice as strong as vanilla "TNT"
Desh versions for the screwdriver and hand drill
Have infinite durability
Glassware
Used in very few recipes to emulate the chemplant on a smaller scale in the workbench
Lets you easily solidify heating oil and make dynamite
Alexandrite
Currently unused
Spawns in "lone depth ore", mining resistant like normal depth ore but doesn't spawn in depth nodes
Obscenely rare
Will change color depending on what kind of light hits it
Siege mode is now almost complete and technically playable
More info will be posted soon
4 gauge quacker rounds now require bismuth, tantalium and dynamite to make
Changed
Updated russian localization
Crude oil tar can no longer be smelted into coal powder. Crack tar can be smelted into petroleum coke and oil tar into regular coke.
Light crack oil has been shifted back where it should have been, once again moving some fluids. This however should be the very last time this happens because a new safeguard is in place that will prevent future fluid ID shifting
Liquefaction and cracking recipes have been removed form the chemical plant. The template IDs however should not shift.
The refinery now has a button that toggles crack oil recipes
Neutron sources can now be crafted by combining billets
RTG recycling recipes have been moved to the workbench
Rebalanced RTGs and the ZIRNOX
RTG parts are now substantially cheaper
Flammable and combustible fluids now have a tooltip showing how much power they can (theorietically) produce
Keep in mind that combustion engines have special efficiency modifiers based on the fuel grade
Diesel generators for example work best with medium to high grade fuel while the radial engine works best with low grade fuel
Updated the fluid textures to be a lot more pleasant, many light oils, gasses and regular liquids are now transparent
The calculator (hotkey N) now supports factorials
Depleted fuel rods are now stackable
Some machines like assemblers and chemical plants now have better info boxes
Schrab armor now has higher radiation resistance
NO ZIRNOX rods are now slightly weaker
Most pistol rounds now use the pistol bullet model instead of the rifle model
Both the liquefactor and soidifier now accept upgrades, both speed and power saving work without drawbacks
Using the screwdriver in a workbench will cause it to lose durability instead of being used up completely
Dynamite sticks now need safety fuse instead of string
Holotapes now only stack to 1
Bakelite can now be used instead of polymer in most recipes
Fluid IDs can now be recycled into iron plates
On second thought, aren't fluid IDs set as "remain in grid" items? Wouldn't that dupe the iron plates? I forgor 💀
Fixed
Fixed some spelling mistakes in the config file
Fixed SILEX output slots being able to receive items from the player
Fixed gas centrifuge displaying mud wrong
Fixed fusion reactor using insufficient flux levels for the integrated breeder
Fixed explosive charges dropping when exploding
Fixed solar boiler not saving the internal tanks
Fixed broken localizations when changing fractioning tower fluid types
Fixed liquefactor not connecting to the top and bottom energy ports
Fixed bobbleheads yielding the NULL bobble when using the pick block key
Fixed crash caused by an infinite loop when connecting HE to RF and RF to HE converters with mekanism cables
Fixed crafting recipes of alloy powders having inconsistent quantity
Fixed logspam in stinger rockets
Fixed crash caused by putting a factory core on an anvil (whyever one might do such a thing)
Fixed HE to RF converter not consuming HE and giving out free RF when multiple cables are connected
I tried to add the transition seal from 1.12 but it kinda broke, I'm working on it.
HotFix
Removed fluid ID recycling, now I remember why that hasn't been a thing
Fixed
Fixed breeding reactors crashing when shift-clicking
Fixed some colored concrete recipes using invalid ore dict keys
Fixed liquefactor crashing when using invalid inputs
Fixed hot items crashing when held with armor without the glove mod
Changed some shift clicking code for the ZIRNOX (perhaps that was supposed to fix something, no idea)
Also updated russian localization.
Added
Rubber gloves
An armor mod that is required for reachers to work
Test RBMK rod
Has the unusual sinus slope function
May turn your reactor into fireworks
4 gauge quacker rounds
Function similar to slugs, but create a low powered explosive laser beam instead
This beam will cause any titans from the Titans mod to detonate instantly
Added tar and coke variants
Crack tar is currently unobtainable since crack oil doesn't exist yet
Lignite coke comes from smelting lignite briquettes
Petroleum coke is currently also unobtainable
Stinger rocket types
Ghiorsium-336
A new element that can be made from recycling flashlead RBMK rods
Usable for armor mods
Flashlead
Flashgold with added Pb-209
Usable in RBMK rods for breeding ghiorsium-336
Mercury "nuggets"
A smaller form of the mercury drops, mainly used in RBMK rod recycling to stay more consistent with the other output sizes
The FEL has now been properly implemented
Using the laser requires a laser crystal which comes in several different flavors
Depending on the crystal used, more and more SILEX recipes are unlocked
Coated universal fluid ducts
Like normal fluid ducts, but they take up a full block
Should lag less due to a better rendering system
In-game calculator
Can be opened by pressing N (default)
Can do basic arithmetic operations and exponents
Supports parentheses too
pi and e are interpreted as the mathematical constants
Also supports functions like sqrt(), log(), sin() (and many other trigonometric functions) and more
Liquefactor
A machine that turns items into liquid
Currently not very useful
Can be used to smelt stone types into lava, snow and ice into water and liquefact coal into crude oil
Currently does not take upgrades
Has no fluid container slots as it's mainly intended for larger automated setups
Changed
Updated russian localization
The research reactor's GUI now has a note about what fuel it uses
The industrial generator has been rebalanced, solid fuel is now 50% better while RTGs have their bonuses reduced. RTG-only iGens should no longer be better than high temperature ZIRNOX reactors.
ZIRNOX reactors now produce 5x more steam
Reachers now only work when held with the glove armor mod
The arc furnace GUI has been updated with the new electrode textures
Hadron colliders now display 9 different error messages instead of one generic one. There is now a craftable book for particle collider troubleshooting.
The gas centrifuge now has a two stage poisonous mud recycling recipe
RBMK rod depletion functions are no longer linear, fuels now stay highly reactive for longer before losing efficiency
The mod now has a built-in render distance checker that will reduce the render distance to 16 if optifine isn't installed (which normally causes a crash). This can be turned off in the config, if the situation requires it.
Yes, this is the single most reported crash and it doesn't even have anything to do with the mod. How about you stop reusing the same folder for every instance? Yes I get it, 1.8+ supports higher render distance and mojang never added sanity checking for their configs, now stop turning that into my problem already.
Radars will now display static when picking up entities affected by digamma (untested)
Industrial turbines should now be substantially faster, using 20% of their stored steam per tick instead of the previous 10%. They also have an added 25% energy generation bonus compared to other turbines.
Using the template folder's search function now works properly for fluid IDs
Fau armor's protection now has a functional range of 1000 (instead of the old default 100)
Lunar armor now protects against damage below 500 (instead of 100)
Full Set Bonus armor sets no longer apply no protection against damage exceeding the protection range, instead they apply damage to their appropriate range
Stingers have been updated with new models and using the new gun system
HE/RF converters no longer have buffers. They have no theoretical cap (although the RF API caps out at 2.1GRF/t) and work instantly.
The HE to RF converter in particular has a "max power buffer" of 500 million, a number which is only used in determining how big of a fraction the converter shuld draw from the network compared to other connected devices. It is currently untested how well this number works or if it would try to pull unreasonably much energy.
Negative quadratic RBMK functions have been adjusted
Ivy mike now has an updated GUI#
Det cord now looks like actual cords. The block model is thee same as the new cables, but the connection rules are different. It won't create nodes on ending points, only on branches and intersections.
Fixed
Fixed bug allowing AoE tool abilities to mine bedrock under certain circumstances
Fixed many RBMK fuels still not having radiation values
Fixed RTG blocks not correctly displaying all valid RTG pellets
Fixed Quackos being susceptible to digamma radiation
Fixed shredders autogenerating recipes with the "any" prefix. This prevents conversion from otherwise incompatible types, like shredding bakelite into polymer (i.e. teflon) powder
Fixed a potential crash where invalid multiblock configurations could crash the game
Fixed compatibility for other mods' skyboxes if the tom post-impact effects have not yet been triggered
Siege blocks such as siege shields should no longer ruin worlds as they only grow with siege mode enabled
Some stuff regarding siege mode has been added, but I'm not gonna tell you how it works since it's not finished. Expect it to come out in a week or two. You can play around with the mobs in creative mode if you want to.
Added
Lead-209
Spicy lead
Obtained from recycling australium fuel
Can be used for powerful RTG pellets
Also has a self-charging battery variant
RTG related config options
doRTGsDecay toggles whether RTG pellets have a limited lifetime and turn into depleted variants
This along with scaleRTGPower are forced when 528 mode is active
Depleted RTG pellets can be recycled in an anvil
Pu238Be plate fuel
An alternate research reactor neutron source
Borax
A depth ore that drops powdered borax
Borax can be acidized into 3 tiny piles of boron dust, i.e. 3 pieces of borax yield one ingot of boron
Generates in depth nodes
Timed mining charge
Similar to time bombs but the explosion behaves like mining charges, i.e. no entity damage and all blocks are dropped
Osmiridium anvil
Tier 8 anvil, doesn't have any uses yet
Changed
ZIRNOX and RTGs (if decay is enabled) now have NEI handlers that show what fuel depletes into what item
Tweaked some recipes regarding breeding and SILEX
The codebase of the fluid type system has been changed, this however should not changed anything about the gameplay
Containers and machines should keep their previous fluid contents, however it doesn't hurt to make a backup just in case
Tweaked lunar miner recipe, it no longer requires absurd amounts of meteorite
The model for the cursed revolver has been updated
Wearing a gas mask without functioning filter will now display a warning message over the hotbar
Actinium is now specified as the isotope actinium-227 and has breeding rods
Ra-226 can be bred into Ac-227
RTG units only need 2 thermoelectric units to make instead of 3
The RT-generator's heat limit has been increased
The bullet stamp textures have been updated
The battery blocks will now display the average power throughout the update process instead of the resulting power, preventing scenarios where batteries will show 0HE despite constantly sharing a large amount.
Fixed
Fixed the research reactor not recycling into the proper parts
Fixed the underside of barbed wire blocks having a broken texture
Fixed pylons being able to connect to themselves
Fixed pylons that are already connected to themselves crashing when broken
Fixed battery block I/O being broken
Fixed remote control blocks not working properly on servers
Hotfix (2022-01-17)
Fixed servers crashing instantly when running the mod
Fixed fluids having incorrect naming, causing things like labels and the backwards compatibility to break
If you lost any fluid due to the original beta, please load a backup and try again with this one
Turns out that he last hotfix did fix servers crashing (which is good) but nothing regarding fluids (which is bad)
Fluids should be fixed now, tank labels have been tested and old fluid compat should by extension also work now. If you haven't deleted your backup yet, you might want to load it up again.
Fixed gas centrifuges crashing the game instantly
I am in great pain
Added:
Large pylon
Can carry power over 100m per pylon
Has a new connector type so it can't be connected to smaller pylons
Does not have a connector for block cables
Substation
Used to connect blocks with large pylons
Can also be used as pylons on their own with a connection range of 20m
Added a NEI recipe handler for the spent fuel pool drum recipes
Timebomb
Three sticks of dynamite glued to a wall with a display
Right click changes the timer, sneak click will arm it
Can only be disarmed and removed with a defuser
Trying to break it or breaking the block behind it will set it off
Also works with detonators
Added some new forms of already existing elements like cobalt billets and strontium ingots
Added plate fuel and neutron sources for the research reactor
Changed:
Updated russian localization
Processing plutonium hexafluoride no longer requires the centrifuge upgrade
Detonators will now produce prettier and more accurate responses when using them
Electric and arc furnaces will now fire the slot events when extracting items from them
In essence this means that experience and smelting achievements can be received by them
All ItemGunBase projectiles can now be "parried" by punching them, similar to ghast charges
Elite radaway now acts significantly slower.
There is a minor bug that will most likely cause it to remove 1500 instead of 1000 RAD
Isotope rod items have been removed, instead most rods use the same base item with metadata determining the isotope.
This means that existing rods will disappear. Make sure to uncraft them before updating! This does not apply to fuel rods!
In addition, a few more unused blocks have been removed which forge will tell you about when entering an older world. There is no reason to freak out, this is part of the update. Make sure to backup your world regardless!
The breeding reactor has been changed significantly, requiring an outside neutron source in order to work.
The small reactor has been reworked and turned into a research reactor.
It can't produce power and doesn't use coolant anymore, instead it has to be submerge in water.
It's primarily used to deplete highly enriched fuel plates in order to breed new isotopes. In addition, it also serves as a neutron source for the breeding reactor!
The reactor remote control has been updated to reflect the changes done to the small reactor. It will no longer work with the old large reactor.
The ZIRNOX now has an FBI raid trigger, if raids are enabled
Fixed:
Fixed crash caused by trying to launch invalid missile items or using designators without coordinates
Fixed solid centrifuge not having functional hopper IO
Fixed radiation engine outputs breaking
Fixed crash caused by burning grass
Fixed strong radaway not removing the advertised amount of radiation
Fixed issue where second gen multiblocks outputting fluids can sometimes fill themselves and generate infinite fluid
Fixed crash when shift-clicking non-fuel items into the ZIRNOX
Added
Radium RTG pellets
Centrifuge speed upgrade
Allows gas centrifuges to spin fast enough to separate U235 from HEUF6
Dosimeter
Functions similarly to the geiger counter but without a HUD and only basic radiation detection functionality
Can only detect total environmental radiation and caps at 3.6 RAD/s
Dynamite
An earlygame explosive
Can be used to make mining charge more efficiently than with vanilla TNT but less efficiently than with semtex
Can be crafted into throwable sticks of dynamite
Presto log
Compressed solid fuel with highly increased item smelt count (40 instead of 2x16)
Also comes in a boosted variant combining three presto logs with dynamite (200 instead of 3x40)
NTM anvils now have proper NEI handlers for construction recipes
And it only took like half a year!
Added a ton of new achievements which are now progression-related
Changed
Updated russian localizations
Meltdown gas now has a higher chance of despawning and only causes chunk rads with sky access
The ratios of U235 to U238 in NU and uranium fuel have changed, fuel recipes now require less U235
Overhauled gas centrifuges
New model and texture
Fully processing uranium requires 4 centrifuges
Placing centrifuges next to each other (mind the output side) causes them to share the output gas type
Centrifuges are now generally cheaper
The geiger counter now uses slightly more expensive circuits again
Updated a few textures including iron stamps, some meds, electrodes and solid fuels
Slightly changed the anvil's GUI to make it more apparent that the craft item button is, in fact, a button
Pu238 to 239 breeding now requires a HEAT level of 4 instead of 2
All high-tier missile parts have been removed from the silo's loot pool and replaced with bottles of cola
The minimum Y-level of clusters has been raised by 10 blocks to prevent situations where the mining drill can't reach them
Shift-clicking the anvil craft button will no longer perform 64 recipes but try to craft exactly one stack of the target item
Changed the UV on the anvil as to make the DNT anvil more pleasant to look at
RTG pellets have been properly added to the new hazard system
Fixed
Fixed RTG pellet performance being inconsistent between RTGs and all other machines
Fixed tiny radiation values ricking off the geiger counter
Fixed an issue where turning off battery blocks would still sometimes leave them connected
Fixed a bug where the ore acidizer would keep processing even if there's no more output space, effectively wasting the output
Added
Drillgon200 bobblehead
Custom model, sadly doesn't bobble
Copper clusters
Identical to the other clusters but drop copper crystals
Changed
The Calamity gun is now called "Buzzsaw", an MG-42 modified to use .50cal
The normal bolt action rifle now has a new model
The mining laser screaming upgrade is now craftable
The NULL bobblehead is now no longer in the creative inventory
Highly decreased U238 input for all DUCRETE recipes
The ZIRNOX now uses super dense steam
The ZIRNOX will now passively cool at a low rate even if no coolant is present
Update chinese localizations
[untested] galacticraft and advanced rocketry moon soil can be shredded into NTM moon turf
Bobbleheads can now be shredded into plastic scraps which can be smelted into polymer
[untested] reactorcraft nuclear waste now has NTM radiation values
Colored concrete now uses oredicted recipes for the dyes
Fixed
Fixed rounding error with the large reactor, resulting heat only differing when control rods are incremented by 10%
Fixed RTGs not outputting any energy
Fixed iGen rendering in the incorrect spot
Fixed iGen inventory model being broken
Fixed the black powder particle effect being enabled for all guns by default
Fixed potential issue where batteries can be negatively discharged, charging them above the limit
Fixed FEnSU power delta not being calculated
Fixed FEnSU not outputting energy through cables
Fixed issue where depleted rods would disappear out of the ZIRNOX, for real this time
Fixed a few things missing localizations
Fixed all gen 1 dummy blocks visually connecting to cables
Fixed GPS darts using the wrong container for mud in the recipe, making them uncraftable
Removed unused shader code which would prevent the game from starting on very old hardware
Fixed catalytic cracker outputs being shifted in the wrong direction on certain sides for certain rotations
Fixed hadron power plugs not accepting any power
Fixed issue that made the hidden catalog question no.1 near impossible to solve
New bobbleheads
Pheo
Nostalgia
Adam29
UFFR
Vær
IV bags
Right click damages the player and fills it
Blood bags restore health
XP bag
Stores 100 xp (~6 levels when on level 0)
Small energy conector
like electricity pylons but only a single block
Only has a range of 10 blocks
Can be connected with each other and pylons too
Currently they give off energy in all directions instead of just the one they are connected to, this will be fixed soon
More radium forms like blocks, billets, ingots and dust
The industrial generator was added back
Look and functionality is now more like the original iGen
Uses the same liquid fuels as the radial engine
The refueling slots double as the fluid ID slots
Currently lacks the additional ports to automate all fluids and can't receive fuel from hoppers yet
Updated russian localization
Rebalanced some ZIRNOX fuels
Made the radaway recipes cheaper
Radaway now returns the used IV bag
ZIRNOX is no longer ridiculously hard to mine
Nuclear waste is now a lot more radioactive
The concrete cracker missile now works as advertised
Nuclear explosions now have a limited range based on their power where they remove all blocks, no matter how resistant they are
Using the beheader ability on slime and magma cubes now drops slime and magma cream respectively instead of rotten flesh
Reduced the rate at which lava cools off for geothermal generators by a factor of 5
RTGs and radioisotope cells are now 10x more powerful
Combustion engines now use 10x less fuel over time while still making the same amount of energy, making them a much more viable power source
Ethanol is now made from sugar instead of biomass
Pylons are now cheaper
Reduced the power detector's buffer to 5 HE
Changed some outputs for nuclear waste recycling recipes
Uranium ore now yields radium instead of polonium
DUCRETE is now craftable
Fixed water loss from ZIRNOX steam conversion
Fixed neighboring slots in ZIRNOX defined wrong
Fixed issue where depleted rods from the ZIRNOX and cooled nuclear waste from the spent fuel pool drum would have a stack size of 0
Fixed gen1 multiblock ports not visually connecting to cables
Fixed random crash with hadron power plugs
Fixed loot block dropping when mined
Fixed bullets instantly despawning. However, the black powder particle effect still applies.
Fixed the global plant death happening before a Tom impact
This release completely changes the way energy works, so there might be some severe issues where vital machines don't work with cables. There are some known issues where cables visually don't connect to blocks, usually to gen 1 multiblock ports.
Blue hat bobblehead
Experimental desh armor
Currently uncraftable and does not use energy yet
Red copper cables now have a slightly altered model which should be less FPS intensive
All energy is now transmitted every tick, making transformers obsolete
Machines now create redstone particles to mark energy connections. This is a debugging feature that will be removed soon. The particles are automated, so if any connection is in the wrong place or absent, it will be visible.
The deuterium extractors have been rebalanced, being much slower now and pulling less energy
Vault boy bobbleheads now sport the vault 101 jumpsuit
Frooz' bobblehead now has a gun
An experimental black powder particle effect has been added to the gun system which has the adverse effect of causing bullets to despawn instantly. Many guns might not be usable for now.
Fixed cooling towers doubling the water output, causing clogging
Fixed pylon jankyness
None of these fixes were tested yet, use at your own discretion
Fixed missing fluid localizations
Fixed ZIRNOX rods being usable in the small nuclear reactor
Fixed heavy water not having an electrolysis recipe
Fixed CO2 having the wrong texture sheet index, rendering like DH3 plasma
Fixed ZIRNOX being able to vent CO2 when there is none, creating negative CO2
I smacked together some PRs with little understanding to how they work, so expect bugs.
It is possible to have negative CO2 in the ZIRNOX by hitting the valve while the CO2 level is below 1000mB
The Tom effects carry over to other dimensions and even worlds if the game isn't restarted inbetween joining a new world
A couple of fluid localizations are broken
The heavy water to deuterium recipe doesn't work, making deuterium extractors useless
ZIRNOX rods can be used in the small reactor
Desh stamps
Much like desh blades, they are post schrab items with infinite durability
Bobbleheads
All 7 SPECIAL attributes as well as some contributors have one
There will be more contributor bobbleheads in the future
Can be found rarely in some dungeons
Lunar miner
Like the asteroid miner, but requires an orbital module
Will return only very few resources, but a lot of moon turf
Moon turf can be turned into helium-3, which can be used in the fusion reactor as deuterium-helium plasma
Osmiridium
Can be extracted from special tektite rock after a Tom impact
Now required to craft DFC components
Ethanol
A cheap and poor-performing earlygame fuel
Made from biomass directly without using biogas
Heavy water
Created from different deuterium extraction machines
Can be decomposed into deuterium and oxygen
Deuterium extractor
Simple no-GUI machine that uses power and water to create heavy water
Also has a much larger and more powerful tower variant
Reliant robin space shuttle
Tononite on bo'om gear, we are shooting a car into space
Universal hazardous materials tanks
Like regular tanks, but made from lead and U238
Allows carrying substances that used to not work with tanks such as liquid and gaseous nuclear waste
Some very hazardous fluids like SaS3 and poisonous mud now also require a shielded tank to carry
ZIRNOX
It's a MAGNOX but with zirconium instead of magnesium
A CO2-cooled earlygame reactor similar to the small reactor
Needs special zirconium-clad fuel rods
Can also use natural uranium
Coolant doesn't need to replenished, however in high-heat situations it might be necessary to vent some of the CO2
Overpressure as well as overheating can cause it to explode
Meltdown gas
A special radon variant that is spawned by dead ZIRNOX and RBMK reactors
Also increases chunk radiation
Meth chocolate
Catalytic cracking tower
Can do all the cracking recipes from the chemplant, but without requiring energy
The recipes are not completely identical, the outputs differ (usually better in the CC) and all of them require steam in the CC
The CC needs 200mB of steam per 100mB of oil processed
Updated russian localization
Clicking on the guide book will now open a browser window to the wiki
The Tom impact is now much more devastating, filling the crater with lava and turning the surrounding area into tektite
The impact also causes a global firestorm which lasts for about a day, followed by a very long period of darkness
Larger animals will go extinct
During the firestorm, being exposed to the sky will light you on fire
Barrels filled with water will explode, cooling towers will cease to function and RBMK parts will heat up on their own
The RBMK now uses the game's profiler, making it easier to find out where the lag is coming from
Most powder recipes that haven't previously used the ore dict now do, which also fixes some broken recipes
Most conventional weapons have been re-balanced, doing significantly more damage now. This is subject to change, and not all weapons have been adjusted yet.
Leaves no longer disappear in high radiation areas, instead they die. Dead leaves are brown and will slowly disappear over time.
Polonium can no longer be obtained from centrifuging nuclear waste, instead those yield radium-226
Updated the texture of spent fuel
Batteries will now display the difference in power it has experienced in the past second, allowing for rough energy measurements
Many assembler recipes now use steel deco pipes instead of the much more expensive steel pipe item
Naturally generated gas will no longer move, preventing it from instantly igniting as new chunks are loaded
CMB superconducting magnets and hadron plating are now significantly cheaper
Zirconium and beryllium billets are now craftable
The schrabidium fuel recipe now uses beryllium billets
The fracking tower now has a proper assembler recipe
Fixed assembler recipes using copper powder instead of plates
Fixed crash when placing mk2 cables at Y:0
Fixed a bug where the SILEX NEI handler would not load usage recipes for fluids properly
Fixed a bug that caused all battery blocks to default to 1MHE capacity
Fixed bug where single rod recipes would use two billets
Fixed fibrosis stat not being saved
Fixed connected textures on blocks having bugged lighting, being black on world reload. The solution to this was not ideal and it looks a bit funky (i.e. fake ambient occlusion with bull-block shading instead of a gradient) but at least it will get people to stop complaining. A proper fix will follow soon-ish.
Loot block
Will be come more relevant in the future
Currently only spawns in relay stations
Spawns randomized quantities of items and renders them in the world
RTG blast furnace
A lot of the recipes have received ore dictionary support and the way the ore dictionary is handled has been completely rewritten. It's possible that some recipes were broken due to this change, please report any recipes if you find them.
Desh is nor ore dicted as "WorkersAlloy", breaking compatibility with galacticraft. In the future, there will be a way to refine GC desh into NTM's alloy.
Fixed the alloy shovel appearing as a singularity
Et Futurum's netherite armor now has radiation resistance
The new experimental energy system has been added back to battery blocks for testing. Please avoid putting multiple batteries next to each other in buffer mode.
Shift-clicking pipes with a fluid-ID will now change the ID of the entire pipe in a large radius at once
Changed the reacher's radiation function so that they also work with radiation values below 1 RAD/t
Fixed the RBMK dial for column height being able to be set to 1, causing crashes and visual issues
Fixed graphite dupe when recycling RBMK parts
Fixed missing particles with the crane console
Updated some more textures like the singularities
Added schraranium to the ore dictionary
Added radiation to some items that still weren't in the new system
(untested) reactorcraft hazard suits now have NTM radiation resistence (on par with a tier 3)
Schrabidate and schraranium are now blinding again
Fixed crash when main menu music starts playing
Fixed rare crash when RBMK fuel cranes are unloading items
RBMK fuel crane
The console can be linked to an RBMK, causing a crane to appear over the reactor
Standing near the console allows you to control the crane, arrow keys move it and enter loads/unloads
The crane can interact with fuel columns and specialized storage parts
RBMK storage column
A 12 slot storage block with an automated queue
Works with hoppers, can be loaded with the crane
RBMK cooler
High-powered cooling unit for RBMKs
Non-ReaSim exclusive
Needs tons of cryogel
Liquid petroleum gas
2000mB of petroleum can be converted into 1000mB of liquid petroleum
LPG is a valid diesel generator fuel
Protective charms
Armor mods that help you against BS that would otherwise screw you over while having little other ways to defend yourself
Depending on the tier, meteors will move away from the player's location or be reduced in spawn
Damage taken by broadcasters is reduced or completely negated
Vacuum
A currently unused "gas" block
Will decay on block update if air is present
Radioactive scraps
Can be obtained by shredding sellafite
Valid radiation powered engine fuel
Updated russian localization
Launch pad components now yield much more per recipe
RBMK consoles will now display the reactor's layout instead of a bluescreen
The radiation powered engine has been overhauled
It now has a completely new model that is way less hideous
It has IO ports for hoppers and 12 input and output slots
Instead of a weird list of items that it might process, it's now intended as a power-generating decay accelerator
Currently the only fuels are RBMK nuclear waste items and radioactive scraps
Sellafite pits are now a lot less potent
Fuses can now be stacked
Adjusted the particle accelerator's power plug recipe
A lot of the mod's swords have been updated, the textures have been replaced and the models have been upscaled
The shredder's hopper IO is now smarter, taking turns to fill slots evenly instead of one-by-one
The particle count for cooling towers has been highly decreased. Large towers only spawn a quarter, small only half of the particles.
Fixed crates without locks dropping becoming locked
Fixed radon not being filtered by gas masks
Fixed some mods resetting the randomizer that meteors use, resulting in meteors always hitting the same location
Fixed the "turn off all ender ores" config doing the exact opposite
Fixed rubble not saving block information
Fixed sparkle cola item tooltip mishap
Removed broken AO from CT blocks
Fixed shredder hopper IO being utterly broken
Cigarettes
Healthy snack
Billets for bismuth, beryllium and zirconium
Zirconium fast breeders
RBMK fuel rods using zirconium as filler for quickly and safely breeding fuel
The recycling recipes are still WIPs but do work
Available in three flavors: bismuth, plutonium-241 and americium
Fracking tower
Faster, more efficient and much larger than the other oil pumps
Requires fracking solution to work
Can also draw oil from the new bedrock deposits which provide infinite oil
Fracking might cause slight alterations to the landscape
Still a slight WIP, the I/O for the pipes is at the center block where it is placed
Fracking solution
Crafted from sulfur and petroleum
Updated chinese localization
Nuclear waste can no longer be burned
A few items have been added to the new hazard system, including a few of the RBMK fuel rods (and recycling pellets), standard rods and some more
The radiation scaling for recycling pellets should now more accurately reflect the pellet's contents
The hazard system now also applies to installed armor mods
Empty RBMK fuel rods now stack to 64
The GUIs of oil pumps has been reworked, it's now much more compact and less cluttered
Oil pumps no longer have the native option to vent gas. Gas can be burned for energy using the afterburner upgrade
The derrick's texture has been updated, adding a slight rust effect
The pumpjack's model has been renewed
In addition to radon, oil pumps can now create asbestos particles when drilling asbestos
Due to a complete rewrite how the oil pumps work, there might be a few issues that have not yet been found
Oil pumps now accept upgrades. Valid upgrades are: speed, power saving, afterburner, overdrive
Oil pumps' pumping ranges have been limited to prevent cases where ultra-big oil deposits would crash the game. For larger deposits it's now likely that you will have to use the pump in several places to fully drain it.
Biomass can now be burned, compressed biomass now burns much better
Gas mask attachments now display the filter's status when installed
Fixed tiny dusts using the "dustSmall" prefix
Fixed(?) custom missile item crashing when rendered without NBT data
Fixed recycling of MEP fuel yielding LEP instead
Fixed flashgold yielding way too much xenon
Fixed clusters being completely unbreakable, causing laser miners to get stuck. Laser miners are now able to break clusters, but they won't yield any crystals.
Geyser water entities no longer save, preventing cases where so many FX entities get stuck in unloaded chunks that loading them would freeze the game
Fixed chemplant recipes being broken due to shoddy ore dict integration. The underlying issue hasn't actually been fixed, but many things being considered dyes now no longer have the "dye" ore dict key, which technically breaks convention but for now it'S the only solution.
Fibrosis
Another sickness, caused by radon
Can be treated with pirfenidone
Connected textures
Most glass blocks, deco blocks, dense coils and coated wires now have updated textures which connect
Oily sand
Sand variant of the dead blocks created by fracking
Chemplant recipe for fracking solution
Skulls and mob heads can now be shredded into biomass
Biomass can now be crafted from rotten flesh
Rebalanced the pile
Uranium now depletes faster
Plutonium rods now yield reactor grade plutonium
Plutonium rods also yield nuclear waste in 528 mode
The current version of the iGen is no longer functional. You can scrap it in an anvil, which returns all the parts
Deprecated cyclotron items no longer have recipes
Nuclear waste disposal drums now work with the new hazard system
Crates and safes will no longer drop their contents, instead the items will be saved to the crate item
Things like locks are also kept intact
Bedrock oil deposits can now be located by finding porous stone or oily blocks on the surface
Slightly changed recipe for field boots
The chunk radiation system is now limited to 100kRAD/s per chunk, preventing rare cascading scenarios where chunks can get stuck with infinite radiation
Quite a few machines can now be recycled with an anvil, among which are small reactors, turbines and RBMK parts
Updated the texture for the CMB steel sword, it's also now larger than regular swords. Soon more items will be retextured and made larger
Fixed crash with custom missiles that don't hold any NBT data
Fixed broken recipes using the wrong dict key for phosphorus
Fixed stacked items only being as radioactive as a single item
Fixed issue where schist strata seeds would change after a restart
Fixed fracking tower not having space checks when placing down
Fixed fracking tower not having a proper inventory icon
Fixed broken assembler recipes using niter
Fixed crash with overlay gas masks when durability drops to 0
Item hazards have been fully moved to the new hazard system. Note however that quite a few items, most notably fuel rods and such, have not yet been migrated, being effectively safe for now.
All remaining NITAN powders are now oredicted
Updated niobium powder recipes
World altering radiation effects have been re-introduced. They work the same way as they used to, killing plant life in highly irradiated chunks. Radiation fog has also been brought back.
The power fist now has a new assembler recipe requiring tantalium circuit boards
Rad-x is now slightly more expensive
Fixed various recipes not working due to the changes in the way that items are registered in the ore dict
Fixed coltan bedrock ore being mineable
Fixed fractioning tower keeping the output types when the input type is invalid
Fixed full set armor bonus tooltip not showing with hazmat helmets
Reduced lag regarding cooling tower particles. Looking directly at them should no longer cause issues, however flying through the cloud can still drop your FPS significantly. This change might also fix an error where a shift in the lighting coordinates causes them to become black
Auxiliary cooling tower
A stylish alternative to the regular cooling towers
Cheaper but less powerful
Niobium blocks
Updated russian localization
Sneak clicking a gas mask with a filter will now unscrew the mask
Cooling towers now have the final anvil recipes
Cooling towers will now emit steam when operating
Poison powder can now be made by shredding fermented spider eyes or poisonous potatoes
[untested/experimental] added compatibility for gregtech gas masks
Oily coal will now spawn fire particles when being mined with a metal tool
Mushrooms and stew can now be irradiated in the RBMK irradiation channel
The ore dictionary register has been cleaned up and rewritten, a few additional items are now registered in the ore dict.
The coltass will now display the proximity to the deposit
The bedrock coltan ore will now spawn at the topmost bedrock layer instead of a random height
When F3+H is enabled, all items will have their ore dictionary names shown in the tooltip
Fixed people with wings losing hunger from "gliding" even when standing on the ground
Fixed mining drills not able to utilize ore deposits when playing a new drill pipe
Fixed fluid ID for low-pressure steam not showing in the template folder
Fixed dead grass not ticking, preventing them from growing new glowing mushrooms
Fixed meteors disintegrating after spawning
Fixed missing recipe for 50 BMG flechettes
Fixed boron dupe with anvil recycling
Fixed bedrock coltan ores not spawning at all
Fixed moderating RBMK columns not actually moderating at all
Fixed fritz not saving its fuel
The chicago pile
An earlygame breeding reactor that allows you to turn uranium into plutonium
Behaves similar to RBMKs with how the blocks interact, but in three dimensions
The components aren't crafted, instead you have to drill holes into graphite blocks and insert the rods
Components can be extracted with a screwdriver and uncrafted with an anvil
TEL antiknock agent
Made from tar, lead, petroleum and steam in a chemical plant
Used to produce leaded gasoline
Leaded gasoline
A straight upgrade from petroil
Better than diesel
Niobium now has an ingot form
Combo filters
Work like standard filters but also work against carbon monoxide
Leather gas mask
An earlygame variant of the M65
Rags
Can be worn like helmets
Damp rags protect against coarse coal duse, piss-soaked rags also work against chlorine gas
Coal dust
A new item stat, similar to asbestos
Mining coal and lignite ore as well as coal blocks now spawns airborne coal particles
Really spices up earlygame
Explosive gas
Spawns in pockets like flamable gas, but is way more dangerous
Black lung
A stat similar to asbestos
Causes you to cough up soot at later stages
Unlike mesothelioma, black lung will passively decrease over time, assuming the disease's progress is below 25%
Siege mobs
This feature is currently WIP
Cooling towers
Currently unimplemented but they make for fantastic decoration
Has a cheap placeholder recipe
Updated russian localization
Being in the nether in 528 mode will constantly light you on fire
It's advisable to wear a fire proximity suit when exploring the nether
Gas masks are no longer generic, instead masks can have different attributes and protection classes
Most standard gas masks no longer protect you from anything by default, instead it is now mandatory to screw in a filter
This also applies to mask attachments
Filters can be mixed and matched with masks, monoxide masks (now half masks) can have standard filters (but due to lack of eye protection, will not protect against chlorine)
This system is not fully complete and not yet fully tested either. Power armors that act as gas masks still have their built-in unbreakable filters.
The fractioning tower will now print the fluid names translated using the localization files instead of the internal names
Killing ducks now prints a death message
Nightmare revolver lasers now use the laser damage type
A lot of the ammo part recipes such as casings and primers have been moved to the anvil and made cheaper
Mixed plates are now made in the anvil and no longer require CMB steel
Coltan cleaning now yields niobium
Flammable gas spawnrates have been drastically increased. Delete your config for this to take effect.
Gray hazmats, PaA armor and liquidator suits are now fireproof
Lung diseases such as black lung and mesothelioma now cause the player to cough
The frequency with which the player coughes increases with the progress of the lung disease
At later stages, the player will cough up blood and get negative status effects
SiOX now also helps against black lung. Instead of fully curing it, it is decreased to 20% from which it will heal on its own within ~10 minutes
Powdered forms of radioactive materials are now 3x more radioactive than their ingot counterparts
The fire proximity suit's golden HUD overlay has been strongly reduced in intensity
SU and potato batteries have been greatly improved in their storage capacity
Small steam-powered storage units can now be "recharged" by smelting them in the furnace
Respawning and loading a new world will now reset the digamma ash overlay
The AoE for corrupted broadcasters is now significantly lower, giving a better warning before the player takes damage
The neutron reflector recipes involving copper and lead have been removed
Caesium and Cs137 is now pyrophoric and hydroactive
All batteries found in dungeons are now uncharged
The range of the coltan deposit has been increased by 50%
Mask filter recipes now only use 1 filter item instead of 2
All flat stamps can now also be crafted with nether bricks
Zombies now spawn with leather gas masks instead of the ugly steel ones
Skeletons no longer spawn with syringes that do not work. Instead they now have a chance to spawn with steel chestplates.
The flipped revolver's model has been updated
Fixed some tool recipes producing the wrong tool
Fixed maxwell splattering things into gore that aren't made from meat
Fixed bullet death messages not working
Fixed crash with 0 size nuclear reactors linked to control panels
Fixed diesel generator displaying the combusion rate for hydrogen wrong
Fixed volcano cores being breakable
Fixed volcano cores crashing when on Y:0
Fixed meteors clipping through blocks
Fixed selfchargers having "technetium-98" instead of 99 in the name
Big-Ass Tank 9000
It's exactly what the name implies
Volcanic gems
Spawn rarely in the center of volcanoes
Used for molten pickaxes and euphemium compound plates
Molten pickaxe
On the same tier as bismuth, but with altered abilities
Can also be upgraded into chlorophyte
Heavy antimatter storage
Can safely store 512 buckets of any fluid
Gold sand
Hot sand that damages entities walking on it
Also comes with a hellish gold-198 variant
Cinnabar crystals
DUCRETE
Can not yet be crafted
Has many variants such as smooth, tile, brick and reinforced brick
Quartz glass and quartz sand
Will become relevant later
Methusalem
A damaged variant of howard the CIWS turret
Does not have a GUI, ammo or power requirement
Highly decreased RoF and range
Can not be crafted, will soon be part of dungeons
Unlike other turrets, it will not pick up on mobs with the invisibility effect
Oil tar
Created by using the solidification recipes on crude oil or heavy oil
Can be smelted into coal powder
Used in non-corrosive fluid tank recipes such as large tanks, the BAT9000 and steel barrels
Can also be used to repair corroded drums
Replaces the oil fluid in coal liquefaction recipes, fixing an issue that prevents automation
Fractioning tower
Can perform the finer oil processing recipes of the chemical plant
Deos not need power, in fact it has no GUI
Stacking them up will let them work together, input oil is pumped upwards and the output flows back down
The input type is changed by using a fluid ID on the lowest segment
In case you want to build a large tower that process different oils, separate the different sections with a stylish fractioning tower separator
Black diamond
Armor mod that is identical to the health booster
Can be crafted from ink, Au-198 and volcanic gems
New volcano types
Currently creative only, there's now a total of 4 types, with two traits that are either on or off: growing and extinguishing
Extinguishing volcanoes will go out either randomly or when growing to maximum height
Growing volcanoes will randomly move up the core block, allowing them to become much, much bigger
Updated russian localization
Large fluid tanks can no longer hold highly corrosive liquids such as poisonous mud
The test ticker block now uses the "virus" config to prevent people from breaking their own worlds
There are now general configs to turn off all oregen of a given dimension. These are 2.D00_overworldOres, 2.D01_netherOres and 2.D02_endOres.
The security set now has projectile protection as a full set bonus
All tool and armor recipes are now properly oredicted
The breeding reactor now requires technetium steel to craft
UF6 only needs 1 instead of 3 fluorite to make
Schrabidium has been removed from the chest loot pool
All NTM structures now use the NTM anvil instead of the vanilla one
Tantalium has been oredicted. Since very few mods have tantal(i)um, this should not cause any significant issues.
Schrabidic acid now has schrabidium particles
Mushroom behavior has been improved. Vanilla mushrooms turn into glowing mushrooms when planted on dead grass, and now they will spread at the same speed as vanilla mushrooms too. They can also grow successfully on nuclear waste and can be placed on blocks that vanilla mushrooms can grow on.
High blast resistance blocks will now list their resistance in the tooltip
"Can be mined by players only" ore clusters can now also be drilled by automatic mining drills. Doing so will only rarely break the block, allowing the drill to collect tens of clusters from one block. Laser drills however will still break them with no yield.
All occurrences of coal in chemplant recipes have been replaced with coal powder
Name tags are now craftable with string, paper and either slime or oil tar
Compound plate recipes have been made expensive again
Tier 2 picks such as chlorophyte and mese now mine much faster
MKU now kills people with a unique death message instead of "magic"
Magnetic barrels are now crafted with self-charging batteries as the power supply
Fixed potential crash when unregistered items are stored in ComparableStacks
Fixed DFC model being offset
Fixed core not using extended AABBs for rendering
Fixed lighting issue with small barrel hazard diamonds
Fixed MK2 infinite tank not working in chemical plants
Fixed the logger not properly writing stuff into the log, like the only thing it is supposed to do
Fixed the AMS base still having the ability to explode
Fixed s'more blocks not having a recipe
Fixed small reactor not glowing when partially submerged
Fixed shell explosions happening in wierd places instead of at the impact site
Fixed fritz not having a load cap, allowing people to load infinite diesel
Removed "recycling omitted due to tax evasion" tooltip from recycleable pipes
The new power net system has been removed from battery blocks, fixing some issues that would void/overload them
Fixed bug that would allow the gas centrifuge to run with ultra-low power
Fixed crash caused by firework batteries
Fixed radiation system not updating properly
Fixed radiation system not working in freshly generated chunks
Fixed murky anvil recipe not working. Where did it go? I don't remember removing it
Fixed asbestos ores not causing the asbestos effect when held
Neutron reflectors are now oredicted as "plateTungCar", preventing some mods confusing it with actual lead from the old oredict key "plateDenseLead". This will break compatibility with IC2 reflectors. There is now a config 1.24_enableReflectorCompat to restore the old behavior if desired.
Red (minecraft grade) copper is now oredicted as "mingrade"
NTM now features IMC functionality. For more info on how to use it, check out the documentation in the IMC package's package-info.java file in com.hbm.handler.imc. Currently implemented are ways to add recipes to the ore acidizer and chentrifuge.
V1
New armor mod for chestplates
Damaging mobs causes them to bleed, standing near a mob as you damage it will heal you
Killing a mob will explode it into gore
Dropped by mask man
Updated russian localization
Reverted the ludicrous recipe for assemblers
Rebalanced the nano suit recipe
Fixed chainsaw blood particles not visible to other players
Fixed giblet particles flickering and not rendering light correctly
Nuclear waste liquid and gas
Byproducts from decaying waste in the disposal drum
Need to be processed in the chemical plant
Can be vitrified and stored in vitrified barrels
Heavy infinite water barrel
10x faster than regular infinite water
Self-charging batteries
Like RTGs in item form
Come in 6 different variants
ReaSim RBMK boilers
Using RBMK inlets and outlets, RBMKs cannow have internal water buffers making each part act like a boiler running on super dense steam
This option must be enabled with the dial dialReasimBoilers. A second dial, dialReasimBoilerSpeed determines how quickly water is turned into steam, in contrast to regular boilers which work instantly. The option is forced to be enabled in 528 mode.
Due to more favorable conversion rates, water disappearing due to rounding errors should no longer happen in reasim mode.
Added new experimental cables as part of the switch to a more performant energy code. Currently only the battery blocks can use it.
RBMK deco blocks
Can be crafted from blank RBMK columns
Feature the iconic RBMK side texture
Can be recycled
Updated russian localization
Fallout no longer gives the contamination potion effect when mining, instead it gives the player an invisible experimental contamination effect
Genericized bullet entities (i.e. bullets from the new gun system) now support different damage types. Flames will no longer yield "player was shot in the head"
The decontaminator now uses different particles
Anvils can now rename items by combining them with a name tag. Doing so will not consume the name tag. Furthermore, "&" will be replaced by "§" which allows you to use text formatting in names.
Radioactive items will now display the radiation given off by the entire stack
Fusion reactor cores now only need one bismuth circuit instead of three
The digamma star is now handled in a proper skybox which should fix issues regarding it rendering in the foreground. This skybox will chainload any existing skybox from other mods, making it in theory compatible with other skyboxes such as galacticraft. The digamma star will fade as the run rises and return when it's night. The skybox now also features a small orange dot representing the bobmazon delivery satellite.
Vomit physics have been greatly improved.
Upgrade recipes have been rebalanced, overdrive is now substantially cheaper. The tooltips have been improved, and upgrades affect the acidizer more now.
Overdive upgrades are now applicable to assemblers and chemplants
The AMS can no longer produce power or explode. AMS parts are now all mostly craftable with comparatively cheap recipes, making it suitable for decoration.
Baby mode will now allow all anvil recipes on any anvil
The DFC's plasma orb now looks a lot better, pulsing similarly to how the actual citadel core does
Fixed cyanide lacing recipe returning more items than it consumes
Fixed fluid container not being returned correctly when unloading
Fixed schrabidate powder being too radioactive
Fixed SILEX automation not working for item output
Fixed crash when registering recipes when the oredict has null registered
Fixed shredders yielding 9 dusts instead of 4 when shredding blocks made from dust directly (e.g. mekanism salt)
Fixed lithium blocks not being oredicted
Fixed marshmallow recipe not working
Maybe fixed crash when dropping the magnetic extrator
The assembler is now 100x more expensive for no god damn reason. i was told people like unreasonable difficulty bumps that require several hours of repeating the same action again and again to resolve, so i am sure you will love it.
SiOX cancer medication
Cure sickness caused by asbestos with asbestos!
Radioactive darts
Satellite laser designator
Can be used instead of the sat interface and designator
Works like the laser detonator but for directing satellites
The magnetic extractor is now indestructible when dropped
The magnetic extractor is now significantly cheaper
Combining any food item with plan C in an anvil now allows you to lace food with cyanide
Cinnabar and cinnabar ore have been added to the ore dictionary
Steel pipes can now be shredded into 27 steel powder despite the tooltip talking about tax evasion
Schrabidate now takes only 7.5 seconds to produce
Schrabidate is now 10x less radioactive
The large shredder now has a reworked model but still no texture
Fixed wings still doing fall damage when gliding
The orbital death ray's laser beam has been made prettier
Fixed gas centrifuge output slots overlapping, causing only one item to appear when centrifuging mud
Fixed slot duplicating when inserting mercury directly into a tank
Fixed hitscan turrets targeting the enderdragon's main entity instead of the bodyparts that are vulnerable
Fixed electricity poles sending way more packets than necessary and randomly disconnecting when unloading chunks
Fixed circuit uncrafting yielding too many resources
Decorative stone variants
Retain their player-resistant properties
Schist bricks and tiles
Depth rock bricks and tiles
S'More
Wait no that's someone else's joke
Block of S'More
Not yet craftable, it's not like it has any uses anyway
Nether depth rock
Spawns both on top and bottom of the nether near bedrock
Contains neodymium ore
Bismuth pickaxe
A lower-tier for of the chlorophyte pickaxe
Volcanoes
Not a natural phenomenon, but can be created with tectonic missiles
You'll find out how they work on your own
Ideal for James Bond villain hideouts
Volcanic lava
A short-lived lava type created by volcanoes
Cool into basalt
Basalt
Stylish cobblestone-like blocks
Can contain sulfur, fluorite and asbestos
New RBMK fuels
Another high reactivity fast-fissioning fuel
Fast-fissioning fuel that is self-igniting
HEA-241
HEN
Updated russian localization
High-tier pickaxes starting with bismuth can now break depth rock
Wearing ash goggles now causes otherwise invisible gasses to spawn particles making them easily visible
Tomb gas now has a chance to turn grass into dirt instead of dead grass
Holding a marshmallow on a stick in close proximity to smoldering RBMK debris will now slowly roast it. Roasted marshmallows can be used to craft s'mores
The chlorophyte pickaxe is now an upgraded bismuth pick instead of steel
ThMEU fuel is now about 20% more reactive
Ra226Be now creates 30% less heat
Slightly improved the RTG unit texture
Many NTM metal blocks can now be used as beacon bases
The standard spawn rate for desert pyramids has been halved
Most ammo upgrade recipes have been moved to the anvil
Anvils now have all the missing recipes for plates and wires
Many more recipes have been moved to anvils such as the ingot deco blocks
Circuits can now be recycled in anvils, most components will be returned and for raw circuits you will get back all components
The chlorophyte pick now has vein miner
NTM structures will no longer spawn in dimensions that aren't surface-type
Yeah so bascially I gave myself wings because Sol also has a pair and who's to say that I can't?
Fixed issues with the RBMK console
Fixed LEP and MEP SILEX recipes yielding the wrong waste type and creating useless items due to mismatching meadata
Fixed corium being displaced by water or moving pistons
Fixed HEU-type fuels not having recipes
Fixed .50 BMG flechettes not rendering as flechettes
Fixed anvil recipe button getting in the way of the GUI
Fixed balefire being overridden by the HEAus recycling recipe
Fixed HEU-types not having recycling recipes
Fixed flashgold being 100x more reactive than it should be
Fixed the first bobmazon achievements being unobtainable due to the machines being made in the anvil
Magnetic extractor
A post-RBMK tool for extracting antimatter from duds
Reacher
When held, hot items will not set you on fire
Will reduce the amount of radiation absorbed by the player from held items
Will not do anything in 528 mode
Cobalt ore
Also has a nether variant
Drops shards which must be shredded
Can be smelted (with silk touch), shredded, centrifuged and even acidized
Updated russian localization
The irradiation column has been reactivated, shift-click-ability has been limited
Coltan now becomes more frequent the closer you are to the center of the deposit
Schist now uses perlin noise instead of sine waves for generation
This means that schist strata are now unpredictable
"Cursed worlds" that don't have any schist at all due to destructive interference no longer exist
Jetpacks and wings now reset the airborne timer, preventing the player from being kicked from servers with flight disabled
RBMKs now cache their neighbors which should in theory make heat distribution lag less
Cinnabar is now only half as common
Duds can no longer be milked with cells, instead you will have to use the extractor tool
Duds will no longer yield antischrabidium, instead they will give you gaseous balefire which can be crafted into balefire shards
Chunk radiation decay has been increased back to 1% instead of 0.1% per update
528 mode now extensively uses tantalium in assembler and some crafting recipes
Updated tantalium textures
The block of semtex now functions as a stronger explosive charge
The anvil now has a recipe handler for smithing recipes and a temporary one for construction
Copper ore now yields cobalt when centrifuged
With AE2 installed, certus quartz ore can be centrifuged and acidized for highly increased yield
Mercury can now be inserted into fluid tanks directly without needing to craft bottles
Gas shale will no longer leave behind schist when used
Oil deposits can now be used directly in tanks again, but they will not return a fillable block and only yield 250mB
The "crystal" prefix has now been added to the shredder's automatic recipe recognition
Gold-198 nuggets can now be turned into mercury with the nuclear waste disposal drum
Fixed cloud residue not rendering
Fixed boiler using wrong unit in tooltips
Fixed some wing-schenanigans
Fixed digamma ash binding the wrong texture with certain mods installed
Fixed normal cinnabar not spawning at all
Fixed AZ-5 lid not drawing correctly
Fixed B92 recipe being wrong
Fixed bullet stamps being usable as shredder blades
Fixed rare earth ore not being in the creative tab
Fixed RBMK console crashing when opening
Moderated RBMK parts
Built-in moderation for fuel rods, ReaSim fuel rods and control rods
Are quite a bit costlier to prevent people from skipping progression
Liquid corium will now burn through the floor
Liquid corium will now create corebblestone at non-source fluid blocks
Due to a potential dupe, irradiation channels are now temporarily disabled
ReaSim rods now have a different texture in the console
Capacitor boards can now be made from pressing assemblies
Fixed launch pad crashing when using a carrier rocket
Coltan
Currently unused, will play a large role in 528 mode
Coltan only spawns in one roughly 1000 block wide area similar to australium, but the location is random
Processing coltan into tantalium takes several steps, using furnaces, the shredder and chemical plant
Can be turned into fancy deco blocks
The coltass, an upgraded compass, will always point towards the center of the deposit
Block of semtex
A fancy way to store semtex
Not yet explosive
Reinforced niter
A blast and radiation proof niter block
Can be used for small reactor coolant setups
Anvils
Are now functional
Currently only support a few recipes like some earlygame items and shotgun ammo
All vanilla anvil recipes have been moved to the NTM anvil
More recipes to follow
I trust you people to survive one week without the NEI handler
The blast furnace and assembler are now anvil exclusive
Keybinds
There's now designated keys to toggle jetpacks (C) and the thermal HUD (V)
Reloading (R) can now also be configured
Tachyon
A new particle that can be made in the particle collider from a muon and a higgs boson in linear mode
Limp wings
Can be crafted in an anvil
Will slow your fall and negate fall damage
Can glide much like the lunar glider
Murky wings
Grant full flight much like the builder's jetpack
Can be made with limp wings and a tachyon in a post-digamma anvil
Gives great horizontal momentum
Updated russian localization
Designator items now use a standardized API, making the code much more cleaner and allowing other mods to add compatible designators
The darter now counts as a valid designator
The darter tag will now expire after an hour
The SILEX now has two IO ports on the sides, allowing you to connect item ducts and fluid pipes
The SILEX now supports hopper IO
The RBMK irradiation channel now has proper IO
Heavily increased the Po210Be and Pu238Be fuel rod's yield
Schist can now be acidized into full piles of lithium
The DNT suit has been improved
Being able to toggle the rocket boots now makes it easier to walk normally
The suit now has jump boost 4
While in hover mode, forward and backward momentum has been drastically increased, allowing for much faster flight
However, strafe and all momentum while ascending is still at normal speed
NU has been changed to use the LOG10 function, making it no longer ultra safe
Shackles no longer double the player's rads, instead it will count how many times the player has died, square that number and add it as radiation
This means that the effective amount of revives is 31, since 32² is 1024 which would kill you instantly upon reviving
Player SolsticeUnlimitd now has wings
Player FrizzleFrazzle now has his own cape
Bombers will now gently sway left and right as they fly
Agent orange will now replace grass with coarse dirt which does not let grass grow back
The survey scanner has been overhauled, it will now scan over a larger area and instead of counting ores, it will inform you of significant resources (depth rock, schist, oil, coltan, australium)
Subject to change, in the future it will spawn particle indicators on the surface
Made some changes that might fix issues with the digamma ash overlay
Fixed bug where the DNT power suit would still play its rocket boot animations even when the set isn't complete
Fixed the MOX RBMK rod not having a recipe
Fixed boiler RBMK column rendering the wrong lid model
Fixed cinnabar being named wrong, again
The ReaSim fuel column, a new RBMK part
Mostly equal to a normal fuel rod
Instead of giving off flux in all four cardinal directions, it will choose 6 (default) random directions and give of flux with a higher range (10 blocks default)
This means that ReaSim rods work not only diagonally but also in every horizontal direction
New RBMK dials
dialFluxRange (default 5): integer from 1-100 which determines how far the flux of a standard fuel rod reaches
dialReasimRange (default 10): integer from 1-100 which determines how far the flux of a ReaSim fuel rod reaches
dialReasimCount (default 6): integer from 1-24 which tells the ReaSim rod how many neutron streams it will fire out in random directions per tick. Increase if rods don't react enough due to distance.
dialReasimOutputMod (default 1): a decimal number >0 which changes the power of the flux streams of a ReaSim fuel rod. decrease this if the increased flux stream count causes unreasonably high reactivity
Fuel rods are no longer the only source for chunk radiation, instead any rod that neutrons pass through will create chunk radiation unless a cover is added
Changed
Maybe updated localization that might or might not be russian
Made RBMK blank columns slightly cheaper
The coke to graphite recipe has been moved to the press
Coal blocks can now be acidized into graphite blocks
Absorber columns and control rods are now significantly cheaper
Fixed
Fixed gold billets not having a crafting recipe
Fixed MOX recycling being overridden by MEU recipes
Fixed MEN not having recycling recipes
Added
Phosphorous haze
Thin white clouds that spawn from WP explosions
Purely decorative
Josh
It's an AR15
Fires .50 BMG bullets made from freedom metal (spoiler: it's americium)
Can be crafted in an anvil by combining a thompson with a lead pipe
Zach the flamethrower turret
Somewhat of a WIP, the fire effect still looks lame
Currently only uses diesel
Can be fueled with pipes or flamethrower tanks
Ash goggles
Can be made from ash glass
Ash glass
Stylish black glass made from ashes
New .50 BMG variants only usable by Josh
Flechettes, normal, americium and polonium-tipped
Changed
Strolling through the digamma landscape now causes the screen to be covered in ashes
This effect can be reduced by wearing safety goggles or hazmat helmets
Specialized ash glasses almost completely remove the effect
The power consumption of maxwell has been doubled, the range halved and damage quartered
Maxwell no longer has the ability to dish out crazy damage against armored targets
Maxwell can now be upgraded. Valid upgrades include:
Red: +0.25 damage per level
Green: +3 blocks range per level
Blue: -150 HE/t idle and -1500HE/t when firing per level
Pink: +3s afterburn per level
Black: +2.5 damage per level
The satellite designator's text fields have been expanded by 2 places
All RBMK fuels have once again be rebalanced. This time I've used my graphing calculator to make sure that the values are about where they were supposed to be from the start. MEU has been reverted back to its original power and all other fuels have been based on its reactivity. Most fuels are still untested, use with caution.
Fixed
Fixed small reactor bleeding GL
Fixed lighting inconsistency with giblet particles
Fixed stray satellite rendering in other dimensions
Fixed
Rebalanced some RBMK reactivity and heat gen values from neutron sources to prevent them from melting too quickly
Fixed new RBMK reactivity functions being way off from what they were supposed to be, causing some fuels to never ignite and some to explode instantly. This is once again an experimental change which hasn't been fully tested, please back up your worlds before testing new new RBMK stuff
Fuel rods that use the sigmoid function will now correctly show that they are self-igniting
Fixed fallout layers being placed underwater and breaking instantly, causing thousands of items being generated
This version has the same version number as the previous one, meaning that in modpacks, only the server needs this new fixed version.
Added
Americium
Part of the RBMK fuel progression
Can be obtained from plutonium waste
Am241, Am242, reactor grade and fuel
Am241 can be made into an RTG pellet
LEA, MEA and HEA-242 fuel
Added LES and HES billets
Added Ra226Be neutron source rods
Will not interact with flux at all, the neutron output is constant
Anvils
Currently few uses, will become much more relevant later on
Iron and lead anvils can be crafted normally
Iron and lead anvils can be upgraded in the anvil's smithing window using 10 material ingots
Shackles
A craftable armor mod with potentially infinite revives
When revived, the player will receive radiation. If the player has less than 10 RAD, 10 RAD will be added. If the player has more than 10 RAD then the current RAD count will be doubled
Dying from radiation will always be fatal
More RBMK fuels
A safe and predictable neutron source
Burn even hotter than plutonium
High end uranium fuels with reactivity similar to MEP, with lower heat production
HEU-233 and HEU 235
Americium based fuels
Radium neutron sources
Changed
Updated russian localization
LES and HES RBMK fuel rods now have recipes
The list of RBMK waste items has been expanded, different isotopes now produce different waste
Beryllium from neutron sources can now be recycled into coal dust
RBMK fuel rods now have different reactivity curves. Lower tier fuels like uranium and neutron sources will have their curves flatten out making them relatively safe, higher tier fuels will have a significantly steeper curve and dangerous fuels like HES will have linear or even exponential curves making them extremely dangerous. Putting two rods with linear or exponential functions next to each other and starting the reaction will cause the fuel to go critical almost instantly.
Vortices now use a second layer for rendering, making the plasma swirl brighter
Black holes now have their own look with an accretion disk that shifts into a blue color near the center. Black holes will no longer spawn crushed obsidian when destroyed
The digamma particle will now spawn its own black hole type called the digamma quasar which has a unique look
Black holes can now move, meing influenced by explosions or other black holes
Black holes will no longer suck entities in at the shortest path, rather the vector of attraction is at a slight angle causing mobs and debris to orbit the black hole for a bit before being sucked in
Black holes will now automatically convert falling blocks like sand into rubble when sucking it in
Cargo landing pads will now experience critical malfunctions when the satellite chip and thee lander's IDs do not match
Ruble's rotating animation now runs a lot smoother due to interpolation being used
Demon core lamps can now be placed on walls and ceilings, causing them to rotate accordingly
There is now a config that allows you to disable mobs spawning with gear on
Made cells cheaper
The nightmare revolver' model has been updated with a new look provided by FrizzleFrazzle
Fixed
Fixed RBMK control rods not properly calculating power surges when dropping them in too quickly
Fixed radioactive gasses being affected by hazmat suits. The gas contamination now uses the RAD_BYPASS trait that ignores resistances.
Fixed the blade autoinjector adding infinite hearts when the player has more than 20 HP
Fixed rubble spawning block break particles on impact at a slight offset
Fixed digamma particle spawning two black holes, one of which on the client side causing weird ghost black holes
Fixed RBMK meltdowns not accounting for the column height gamerule
Fixed lids dropping despite being blown off during a meltdown
Fixed SILEX not processing an item when there's exactly the amount of acid needed inside the tank
Fixed triple li-ion power cell misspelling
"Fixed" crash with power and fluid lines being too long, the crappy system does not allow for a proper fix but some changes made the defacto limit twice as high
Fixed the game crashing when clicking on teleporters and RBMK consoled with a gun. This is an experimental change and ha not yet been tested on servers
Fixed large turbine only taking 1 second to produce
Potential fix for items disappearing when shift clicking them into disposal drums, this issue could not be replicated so it is unknown whether the proposed fix did anything
Added
Leviathan turbine
Has a steam and water buffer both 1MB large
Doesn't have a GUI, instead the compressor is controlled via a lever on the right side
Technetium steel
A special chemically resistant alloy
Can be crafted into tier 3 turbines and technetium barrels
Technetium steel barrel
Has a higher capacity of 24,000mB
Can store highly corrosive substances like poisonous mud and schrabidic acid
New RBMK fuels
Pure plutonium 241, even stronger than HEP-239
Pure plutonium 239 for a highly reactive fuel
HEP-239
HEP-241
Changed
The test_bomb_advanced test block now uses an experimental mk5 explosion. This test is not finished and does not yet work properly.
The screwdriver can now be used to remove lids from the RBMK
Steel barrels will corrode when containing highly corrosive fluids. Regular corrosive fluids however won't affect the barrel
The 5HTPand blade autoinjectors now have recipes and functionality
There's now a new fluid trait for extra corrosive fluids
Plasmas no longer have fluid IDs and fillable universal tanks
The industrial steam turbine has been made much more affordable
Uranium fuel waste from PWRs will now yield one nugget of technetium when recycled
Hovering over a fluid gauge will now list the fluid's traits
Bismuth content in uranium and thorium waste has been increased to 15%
Gamerule dialEnablePermaScrap is now true by default
Added gamerule dialControlSurgeMod
Manual control rods will now have a significant spike in effectiveness at the lower 10% range. The higher the rod's starting position, the higher the power surge ends up being. When dropped from fully extended to fully inserted, there's a short period near the end where the rod lets all neutrons pass, causing significant issues when AZ-5 is pressed.
LEP and MEP have been renamed to LEP-239 and MEP-239
Fixed
Fixed RBMK dropping lid items when exploding
Fixed the Au198 pellet not having a recipe
Fixed digamma crumbling particles still spawning even after DRX has been removed
Fixed small discrepancy for held blocks where the rotation in first and third person view would differ by 90°
Added
Demon core lamp
Radium coffee
Nuclear waste disposal drum
Long and short lived nuclear wastes will decay inside of it
Will give off a radioactive AoE
Long and short lived waste types for RBMK fuels
New elements and isotopes from recycling RBMK fuel
Technetium-99
Plutonium-241
Bismuth
528 mode
The opposite of baby mode
Currently heavy WIP, only changes a few things
RBMK irradiation channel
A new column that has a few special breeding recipes
Lithium turns into tritium
Gold turns into Gold-198
Has a new gamerule attached to it determining its processing speed, dialOutgasserSpeedMod
Lead glass
Lead glass RBMK cover
Allows you to see the cherenkov radiation of the RBMK without dying
Glass covers will shatter in the event of an explosion without becoming a deadly projectile
Changed
Updated russian localization
Liquidator medals are now craftable armor mods
NU rods now have a crafting recipe
Fallout can now be processed in SILEX
Most RBMK pellets now have recycling recipes. Notable exceptions are neutron sources and schrabidium fuels.
RBMK fuel diffusion and heat stats have been adjusted
The mare's leg model has been updated
The diffusion gamerule has been defaulted to 1 instead of 0.02, the 0.02 is now a hardcoded part of the calculation.
Black holes and vortices now have a new experimental look
Tungsten and lithium crystals were added to the asteroid miner loot pool
Most shortened isotope names have been replaced with the full name
RBMK columns will no longer have lids on them by default
RBMKs will now increase chunk radiation when operated without a lid or when neutrons escape the reactor
To mitigate the last part, either frame the reactor with solid blocks or use neutron absorbers or reflectors
Cave spiders now have a low chance to drop serum
The schrabidium cluster now needs one ingot of ferric schrabidate to craft
The chemical plant recipe has been made cheaper
The fusionary watz core, fusion reactor core and DFC now need bismuth circuits to craft
The RBMK console will now display column data in a nice and localized format instead of raw and ugly NBT data
Added a SILEX recipe that turns gravel into flint, lithium, fluorite and boron
Dead man's detonators will now also detonate directly when the player dies and not only when it is dropped. This will allow the detonator to still function with grave mods and with keepInventory being on. The detonator should not trigger when the player's death is canceled by armor mods.
Fixed
Fixed BoT dropping the wrong coin
Fixed SILEX NEI handler having wrong slot positions
Fixed heart pieces only dropping when killing spiders instead of all mobs
Fixed fake players being able to get armor mods from farming mobs
Fixed arc furnace voiding all its energy instantly
Fixed gamerule 1.16_enableNewRadiation not working, with the gamerule off, no radiation can be added to players, completely disabling radiation sickness.
Keep in mind that this is a demo release for the RBMK, some features might still be unfinished, untested or generally unpredictable. An in-depth guide to RBMK operation will follow soon.
Added
RBMK
A fully modular, scalable fission reactor of soviet design
Has no "core" block and can therefore be as large or small as you need it to be
Graphite
Comes from acidizing coal coke
Boron
Replaces actinium in the REEs
Also used in desh recipes now
More billets
Beryllium, schrabidium fuels, neutron sources and more!
Australium isotopes
Lesser and greater australium
Actinium, lanthanium, tritium cell and zirconium blocks
Ladders
Come in many different materials
New waste isotopes
Will become relevant later on
Marshmallow
Once the RBMK is finalized, you will be able to grill it over the melted reactor
Depth ore deposits
Nodes of depth rock filled with depth ore on the bottom of the map
Unbreakable but can be destroyed easily with explosives
Finally a use for the mining charge
Ore clusters
Rarer ore variants that will drop crystals
Can only be harvested by players
Coal and lapis crystals from the acidizer
Grates
Can be placed on multiple levels
Cheap and decorative!
Asbestos concrete
Like concrete but with asbestos
Cinnebar ore
Drops cinnebar
Can be acidized into mercury
Asphalt lights
Changed
Infernal coal can now be shredded into 3 coal dust
The ZOMG has been returned to its all destroying former glory
The radar now has a mode that bases redstone output on missile tiers
World gen of structures is no longer fixed to biomes but based on temperature and rain chance ranges. This will cause structures to spawn in similar modded biomes
Updated armor mod table textures
Added fail-safe to the trapped bricks to prevent crashes
The debug wand will turn any block it is aimed at to turn into spiders
The watz can now be loaded and unloaded with shift clicking
Infernal coal can be acidized directly into solid fuel
Electrolysis duration has been changed from 400 to 150 ticks per operation
The recipe for launcher component blocks now uses chains instead of steel pipes
The bunker spawn condition has been changed which should make them considerably more common
Revolver models have been updated
The golden revolver now has a tungsten grip
Schrabidium bullets are now crafted from yharonite
Star engines now accept hydrogen
The asphalt recipe now only needs 1000mB of bitumen
Sugar cane can now be shredded into paper
Small shell recipes now yield 3 items
Fixed
Fixed nano suit not having radiation resistance
Fixed polonium inserts not being hazardous when held
Fixed mistake in nano suit naming
Fixed the tank labels for tier 4 steam
Fixed U238M2 staying in the inventory after exploding
Fixed tanks exploding when the type is set to antimatter despite not having antimatter in them
Fixed the assembler not using the ore dict for powders in a lot of places
Fixed conveyor texture not looping correctly
Fixed thorium powder not being radioactive
Fixed spider milk kicking players off servers
Fixed geysers dropping themselves without silk touch
Fixed various helmets now counting as gas masks or goggles
The RBMK
The RBMK is unlike all the reactors that came before it in that it is truly modular. All of its behavior and functionality comes from the way the many pieces interact with each other.
The Parts
The structural column is the back bone of every reactor. It alone does nothing, but it does distribute heat internally so it is much better to fill empty space with structural columns instead of random blocks.
The fuel rod will capture slow and fast neutrons which causes the fuel to react and emit more slow or fast neutrons in all directions. It is the only source of heat in the reactor.
*The control rods are your way of directing the reactor. Fully inserted, it will not let any neutrons pass. At 50% insertion, it will let half the neutrons through, etc. Control rods can be assigned a color group which becomes important if you want to use a console.
*Automatic control rods will throttle your reactor automatically as it gets hotter. You can define a function (linear, quadratic or inverse quadratic), start and endpoints for those functions (heat, the x-axis if you will) and the insertion levels at the start and endpoints (the y-level). These will be important to prevent your reactor from running too hot
The steam channel is the only active heat consumer (not counting passive cooling). It can be set to 4 different compression levels, higher levels require higher heat to maintain.
Absorbers act like permanently inserted control rods, blocking all neutrons from passing.
Reflectors will cause neutrons to bounce back to the part they came from.
Moderators will turn all fast neutrons that pass through it into slow neutrons. Most fuels produce fast neutrons, but need slow neutrons to fission. Using the wrong kind of neutrons will drastically reduce the efficiency.
The control console can be linked with an RBMK tool. It can view and manage an area of 15x15 blocks, showing heat distribution, fuel depletion and allowing to remotely control rods. Monitoring and display configuration is not yet finished.
Fuel rods are the items that react with each other. Most fuel rods are not self-igniting, meaning you will need either a specialized neutron source rod or a self-igniting fuel that will emit some neutrons even without receiving them. Most fuels fission when meeting slow neutrons, the notable exception being neptunium. The fuel rod will melt once the skin's temperature exceeds the melting point, the core however can often times be much hotter than that. Fuel rods, if hit by low levels of neutrons, will build up xenon which will cause them to become less effective, running the reactor at higher power will burn away xenon.
Gamerules
The reactor is not yet well balanced, and most fuels have the exact same behavior. In order to allow you to tweak the reactor's functionality on the fly, there's gamerules that will let you adjust the RBMK's math. Note that these gamerules are not saved and will reset once you leave the world.
dialPassiveCooling (decimal, >=0): the amount of heat removed from a component each tick. Default is 1, larger values will cause the reactor to cool off quicker without needing boilers. 0 will disable passive cooling.
dialColumnHeatFlow (decimal, 0-1): how quickly heat is moved inbetween components. 0 will not let heat move at all, 1 will cause a component's heat to equalize with all its neighbors instantly. 0.5 for example will try to approach even heat with its neighbors in steps of 50%. Default is 0.2, if you think heat is moving too slowly, increase the number.
dialDiffusionMod (decimal, >=0): how quickly a fuel rod's core temperature will equalize with the skin temperature. Diffusion is a stat of every fuel rod, this is an additional multiplier to it. Ideally, at high operation uranium has a core temperature exceeding 10,000°C while the skin temperature is still only a few hundred °C. The default is 1, 0 will cause no heat to be transferred from the core to the skin.
dialHeatProvision (decimal, 0-1): similar to the above, but this describes the speed at which the skin moves heat to the fuel rod column block. The default is 0.2. If the transfer speed is too low, i.e. the skin during normal operation keeps getting hotter than it should be, then increase this number.
dialColumnHeight (integer, 2-16): This is a purely aesthetic option, making the columns larger. Smaller columns are easier to build with, while larger ones are more realistic.
dialEnablePermaScrap (true/false): This option will cause meltdown debris to never despawn, meaning that you will have to clear it out yourself. Set to false by default, debris will despawn within 3-15 minutes, depending on the type.
dialBoilerHeatConsumption (decimal, >=0): The amount of heat consumed per steam produced in the boiler. The consumption is scaled up with higher pressure steams. Increase this number if boilers do not do a well-enough job at removing heat from the system. The default is 0.1, meaning it will produce 10mB of normal steam per °C consumed, or 1mB of dense steam.
dialControlSpeed (decimal, >=0): A multiplier for the speed at which control rods move. By default, it takes about 18 seconds for a rod to move from one extreme to the other. Setting it to 2 will cause them to move twice as fast, 0.5 makes them move half as fast, 0 will cause them to freeze. Default is 1.
dialReactivityMod (decimal, >=0): A general mulitplier for the reactivity of fuel items. This will throttle or increase the amount of flux released by fuel rods. Increase this if you think fuels aren't reacting with each other enough, decrease if fuels keep causing criticality incidents. Default is 1.
Added
Half-mask
Like a gas mask, but only covers half your face
Due to how poison gas works, it will still burn your eyes out
Also comes as an armor mod!
Can be repaired with catalytic filters
dintronum armor
Why
Gives you a x5 damage (taken) multiplier
Congratulations on wasting your resources you doofus
Changed
Removed russian localization
Removed texture from zirconium pants
In fact, let's just remove this altogether
Nether coal has been made 3x more abundant (delete your config for this to take effect)
The nether coal texture has been made even more intrusive
Not only will nether coal not drop anything useful, it will now spawn a flaming coal splinter that will be ejected into your face
Made the geiger counter even more expensive to craft
Removed recipe for digamma diagnostic
Removed zirconium from the reactor element assembly recipe
Decreased antimatter amount of the charged particle cyclotron recipe from 1000 to 200
Removed recipe that allows you to shred lapis into cobalt
Removed functionality where hazardous blocks would explode in dropped form
Heavily reduced the durability on stamps and blades
Jetpack reserve tanks can now refill BF rocket fuel packs
Fixed
Fixed yellowcake and fallout producing way too little radiation
Fixed SILEX NEI button being in the right place
Fixed desh shredder blades not being pulled out by hoppers
Seriously, if you use desh then youu don't deserve automation
Fixed machines not crashing the server when connecting converters to hoppers
Due to people not understanding that the joke is that the changelog is the exact opposite of what was changed, here is the real changelog:
Added
Half-mask
Like a gas mask, but only covers half your face
Will protect against carbon monoxide but not regular gas
Also comes as an armor mod!
Can be repaired with catalytic filters
DNT Nano Suit
Near indestructible and comes with a lot of unique abilities
Changed
Updated russian localization
Nether coal has been made 3x less abundant (delete your config for this to take effect)
The nether coal texture has been made less horrible
Nether coal will now drop infernal coal items which can smelt up to 24 items
The geiger counter no longer requires polymer to craft
Added recipe for digamma diagnostic
Added zirconium to the reactor element assembly recipe
Increased antimatter amount of the charged particle cyclotron recipe from 200 to 1000
Added recipe that allows you to get more cobalt from lapis using the SILEX
Hydroactive hazard blocks and items now explode when thrown into water
Heavily increased the durability on stamps and blades
Jetpack reserve tanks can no longer refill BF rocket fuel packs
Fixed
Fixed yellowcake and fallout producing way too much radiation and not falling
Fixed SILEX NEI button being in the wrong place
Fixed desh shredder blades being pulled out by hoppers
Fixed machines crashing the server when connecting converters to hoppers
Fixed texture for zirconium pants
Added
Fire extinguisher
As the name implies, can be used to extinguish fires
Not to be confused with the fire distinguisher
Can be loaded with water, foam or borated sand
Borated sand
Can be smelted into nice clean boron glass
Possible fire extinguisher load
New RBMK fuels
Unenriched uranium
Flashgold
Flashgold
New billet made from gold-198, antimatter and ionized particles
Can be used to make balefire completely without needing balefire to start with
Suit battery block
Suit battery in decorative form
Will charge your power armor when you click on it
Colored concrete
RBMK fuel pellets
Can be obtained by uncrafting RBMK rods
Uncrafting requires the rod to be at least 1% depleted and both core and skin temperatures being below 50°C
Come in 5 different depletion variants, plus extra variants for high xenon content
Can be recycled using the SILEX
Currently only unenriched uranium and flashgold have recycling recipes
Xenon-135
Created from recycling fuel with a high xenon content
UFO
Has currently no spawn condition
Will pulverize you, hard
Changed
Chunk radiation has been replaced with a new system that behaves almost exactly like the old one. This was done in preparation to Drillgon's new dynamic system which will come soon. Note that this change has temporarily disabled world changes due to radiation, which will be re-enabled soon.
Australium billets now have recipes
RBMK fuel rod radiation will now increase as depletion and xenon go up
All rare metals except for australium have been removed. This leaves a few crappy old guns and the power glove without recipes.
The chat message informing you about new versions is now a clickable link
The SILEX NEI screen will now show you how many recipes can be completed per single input item
SILEX recipes now have a built in item translator that unifies the recipes for things that have both ingot and powder forms
RBMK fuel rods can now be cooled in spent fuel pool drums
Fixed
Fixed fuel billets not being directly craftable into ingots
Added
RBMK guide book
Can be obtained by clicking the "HOW 2 RBMK" book on the RBMK console
Contains descriptions of all RBMK parts and fundamental concepts
Cheese
Can be obtained by injecting cows with AWESOME or using anything with the ! ! ! potion effect
Baby cows drop more cheese
Changed
Updated russian localization
Fixed
Fixed punjack not using oredict steel blocks for the recipe
Fixed quackos generating ghost copies of himself
Fixed soyuz launcher dropping itself in addition to all its component
Added
Pipes
Purely decorative blocks
Come in 4 shapes: normal, rimmed, framed and quadruple
Come in many designer colors such as gray, greenish gray, rusty gray and red gray (actually just red)
RBMK steam connector
Allows you to pull steam from RBMK steam channels without needing to put pipes above it
Changed
Upated russian localization
RBMK reactivity has been increased tenfold, meaning changing the gamerule to make a functional reactor is no longer necessary
Some RBMK fuels now have experimental unique stats
Graphite electrodes are now made from actual graphite
ISBRH model lighting has been drastically improved to be more in line with how vanilla blocks look. You might notice a difference in how the RBMK blocks look since sides at different directions will now have different lighting
A new gamerule dialSaveDials that is on by default will prevent the other dials from being reset every time a world is loaded
Cryogenic hydrogen is now 100x weaker in engines
There is now a new stat in the geiger counter menu that shows the total radiation exposure in addition to chunk radiation
Using total radiation exposure, the geiger counter will also measure radiation from non-chunk sources such as radon gas, RBMK debris and radioactive items
There are now a few new cyclotron recipes, primarily regarding making and using boron and zirconium
Steel pipes can now be recycled
Tritium now only has 0.001 RAD/s
Fixed
Fixed RBMK blocks not having any blast resistance or hardness
Fixed ore dict issues with neptunium breaking many recipes
Fixed some RBMK fuels having completely wrong stats
Fixed milking of duds not updating the inventory correctly
Fixed asphalt lights not being craftable
Fixed RBMK parts synching data that should not be synced, often causing ghost items and leading to crashes
Fixed the game crashing when inserting non fuel rod items into the RBMK
Fixed arc furnaces having negative energy
Fixed bunkers spawning too frequently and in oceans
The steam connector in action
Added
Digamma diagnostic
Currently unobtainable, acts as a geiger counter but for digamma exposure
Gold RTG pellet
Made from the nasty gold 198 isotope
The isotope will be obtainable later on
Turbine warhead
A custom missile warhead that shatters into 200 turbine blades
The rarest part obtainable from loot crates
Explosive hazard stat
Like the hydroactive stat but will cause an explosion when the item is held while the player is on fire
Liquidator suit
Tier 4 hazmat with one of the highest protection levels
Provedes blast and knockback resistance
Every piece slows the player down by a bit
Zirconium pants
Iron cladding
Adds knockback resistance
Changed
Did not update localization that is not russian
Changed the fractions of Pu239/240 that is in reactor grade plutonium
The turret controller has been removed from the creative inventory and the recipe was disabled
Removed unused functionality of the geiger counter that would "upgrade" it into a survey scanner
Item forms of blocks can now have the same hazard stats as regular items, including radiation, burning and asbestos
The balefire bomb now provides 10mDRX/s
Many of the radioactive blocks have had their values rebalanced
Most hazardous blocks now have particles when placed in the world
Mobs will now decay into a shower of particles after dying from digamma
Rebalanced all radiation protection values from armors, armors are now generally weaker against radiation
Dynospheres now have drastically reduced charge times
The tauon turret's beam now glows in the dark
Rare earth ore and crystals now yield zirconium splinters
Fixed
Fixed glowing mushrooms spreading unreasonably fast
Fixed plasma heater sometimes creating more plasma than possible
Fixed plasma heater creating nothing-plasma
Fixed nether plutonium config spawning additional uranium and no plutonium
Fixed random crashes with hitscan turrets
Fixed turrets not targeting custom missiles
Fixed misspelling with APFSDS rounds
Fixed digamma particle displaying a completely wrong number for it's DRX/s
Fixed roseluck pest control box not damaging slimes
Fixed synchronized vomitting
Fixed beheader dropping one coal with the metadata 3 instead of three coals
Fixed potion sickness being bypassable when stabbing people with syringes
Fixed the tauon turret not rendering its beam
Fixed plasma heater not saving its internal power
Fixed entities vomitting and bleeding despite being immune to radiation
Added:
Darter
Fires plastic darts which are laced with poisonous mud, along with a GPS tracker
Winged lunar chestplate
Can be used instead of the regular lunar cybernetic plate in the full set
Comes with a built-in ion jetpack which does not consume additional fuel
Sneaking allows you to glide in the air
Added new armor armor ability "hard landing"
Hitting the ground after at least 10 blocks will damage and knock away nearby entities
All powered armor except HEV have this ability now
Jetpacks as well as all electric FSB armor now have fuel/energy gauges as part of the armor HUD
New mini nuke variants
Safe will not cause any block damage
Low yield only creates a single flaming explosion
Normal mini nukes now create several larger explosions
High yield nukes behave like regular mini nukes from older versions, using the nuke explosion algorithm and causing fallout
Pumpkin bombs are TNT-filled mini nuke shells
Tiny tots work like the proto mirv, firing 8 smaller mini nukes
New mini MIRV variants
Safe
Low yield
Medium
High yield
MILV
Changed:
Updated russian localization
The radiation generator's template now uses a seperate icon. In the future, this type of template will not be creatable with the template folder.
HEV armor is now fireproof
Assemblers will now show the item being made inside the glass dome
Reworked all jetpacks
All jetpacks now hold more fuel
Jetpacks are now used with space instead of the sneak key
The particle effects of the jetpacks have been overhauled
The vectorized jetpack now steers a lot nicer
The "breakpack" has been turned into the builder's jetpack which is similar to the regular jetpack but comes with an automatic hover ability
The boostpack, more true to its name, now behaves like the vectorized jetpack but much, much faster
The boostpack also uses BF fuel now and can no longer be refueled with the reserve tank
Overhauled small nuclear explosions
The particles have been completely reworked
Most mini nukes now use a different system that is less overpowered and less laggy
Some players might experience a new, experimental immersive recoil effect which will tilt the screen subtly when using weapons
Changed all jetpack recipes to be generally cheaper
Electric armor will no longer use passive energy when used in creative mode
All handheld nuclear launchers now have their first-person render size doubled
Tier 2 and 3 hazmat helmets now work as safety goggles
Recipes have changed to use the new mini nuke variants
Rare loot chests will now spawn mini nukes more frequently with the lower-tier variants
The supershotgun now has a texture
Changed the gerald recipe to use all four coins
CMB armor has been highly buffed, it's damage cap is now on-par with schrabidium and its general modifier is now twice as good (5%)
CMB armor also gives damage boost 5 and haste 3 (instead of 1)
Weapons what do not use up ammo can now be unloaded to prevent being stuck with one ammo type only. To do so, press the reload key while sneaking. Note that this will not return the loaded ammo.
Fixed:
Fixed schrabidic acid and schrabidate recipes not having icons
Black book recipes are no longer shapeless in order to fix a bug where no ore-dicted recipe can be used
Fixed titanium filters exceeding the item meta and saving incorrectly
Fixed HEV and AJR armor not working as faraday cages
Fixed chain's hitbox length not matching the texture
Fixed 4 gauge claw shells operating incorrectly with entities that have 0 health
Fixed 4 gauge wooden stake shells outright not working
As a work around due to faulty server software, some anvil operations can now be done using the blast furnace
Fixed guns that fire multiple round per cycle having negative ammo
Added:
Guide book
A proof of concept that allows me to easily add ingame manuals
Supports images, chapter titles and different languages
Only one exists with placeholder text
Since most people will throw it away, it also doubles as furnace fuel
SILEX
Test recipe for splitting steel back into iron and coal
Uranium ingots (or UF6)
Plutonium ingots (or PuF6)
RGP
Schraranium ingots and crystals
An improved version of the gas centrifuge
Will split plutonium into all isotopes without creating reactor grade plutonium
Can split RGP into Pu239 and Pu240
Currently does not need an external laser source
Does not yet have NEI handlers or fluid ports
Input items are dissolved in hydroxide, alternatively it can directly accept hexafluorides
Current recipes include:
Goalkeeper Twin Gatling CIWS
"Howard"
Hitscan turret with low damage but high RoF
Has exceptional gun depression/elevation of 50° and 90° respectively
Works fantastically against missiles but also as a general purpose sentry
Uses hitscan, accuracy uses the same config option as the old CIWS (default is 50%)
Changed:
Updated localisations that might be russian
Decapitor will no longer drop antimatter when killing wither skeletons
They will instead have a 5% chance of dropping a skull, otherwise they will be guaranteed to drop coal
Empty oil deposits can now be shredded into gravel
Plutonium hexafluoride now yields 3 Pu238 aand 6 RGP
Asbestos themed items now increase the player's asbestos exposure stat
Lithium items, when held, will explode when the player enters water
High-speed steel bolts and tungsten bolts now have little indicators to make them easier to tell apart
Asphalt now gives a huge speed boost when walked on
Spent fuel pool drums now emit little bubble particles when submerged in water
Most old turrets and respective ammo is now no longer craftable and obtainable in creative mode
They can be shredded to return a modest amount of steel and gunpowder
The hunter chopper is now no longer immune to most damage sources, only direct attacks (i,e, fist or sword)
Previously ignored damage sources now deal only 10% damage to the chopper
Peas can no longer be eaten
Peas no longer have to be right clicked at quackos, using them will remove all megaquackers in a 50 block radius
Throwing quackos into the void will respawn him in the sky
Player Pu_238 now has an additional 0.4 radiation resistance (as much as RAD-X)
Player Tankish now has a cape
The centrifuge tower no longer requires lapis dust to be made
Fixed:
Fixed issue where any item is accepted in the missile assembly's fin slot, allowing to create server-crashing custom missiles
Fixed tomb gas being affected by gas masks
Fixed ball-o-tron crashing due to an ID conflict with nuclear waste pearls
Fixed bug where miniature inventory blocks would lose texture alpha when in hotbar
Fixed poison and NERF darts causing lead poisoning
Fixed bug where the turret controller would spam the log with the name of the entity you're aiming at
Fixed bolter displaying the ammo count in the HUD
Fixed issue where turrets would not turn towards their target on clients due to the entity being synced, although the entity is not loaded on the client
Fixed crash when entering decimal values into the DFC emitter
Added:
SILEX and FEL plaaceholders
These blocks wil be implemented in the future, for now they are nice creative-only decoration
Rocket launcher turret "Richard"
New turret which loads 17 rockets at a time
Uses 84mm rockets
Can use all rocket types, rockets only travel with 75% the normal speed
Nietes
A single shot nerf gun
The cheapest gun in the mod, but it does not deal any damage
Added many new types of particle collider magnets
Added tiered power plugs for the particle collider
Test core (NEI only)
Experimental new nuke system where bombs are assembled from blocks
6 charges need to be arranged around the core and triggered with redstone at the same time
Changed:
Updated russian localization
Rebalanced most radiation values for items. The radiation should now scale in a sensible manner vs. how radioactive those elements are in real life. Thorium is also radioactive now, but the ingots only have 0.1RAD/s.
Plutonium RTG pellets and all pu238 items now have the hot trait
Player Pu_238 now has a radioactive aura which contaminates nearby entities and spawns particles
Increased starmetal tool's luck ability from 1 to 5
Rebelanced the hadron collider
Particles no longer have a charge limit, which means that all power plugs can be put on the beginning of the accelerator
One velocity point is now worth 100kHE (instead of 12.5M)
The core's buffer is now only 10MHE
Particles have no initial charge
All recipes have been rebalanced with the total power consumption in mind
Cyclotrons now use neodymium coils in the assembly recipe
Template folders now have search bars at the bottom
The Fau armor's radiation resistance has been slightly improved
The default message of the fireworks battery now is "NUCLEAR TECH"
The text has been removed from the firework battery's label
Pu238 has been retextured to reflect it's tendency to glow from rapid decay
Pu238 blocks now give off a light level of 5
Fixed:
Fixed 40mm grenade projectiles rendering with a 90° tilt
Fixed asbestos tiles giving off particles passively instead of when broken
Fixed turrets not targeting villagers
Added:
Zirconium
Will become relevant later, trust me
Potion sickness
Can be configged. Levels are "OFF", "NORMAL" and "TERRARIA"
off by default
Given out by most drinks, syringes and pills
Prevents spamming of consumables
Changed:
Player martmn is now rendered as a fart cloud
Please someone tell firerest to never contact me ever again
Fixed:
Fixed crash where cargo landing pads would just yeet the server
Added:
New turrets
Players
Animals
Mobs
Machines (minecarts, missiles)
Have a GUI, need power and have the potential to use different ammo types
The AI chip is optional, without it it will simply attack all players
Things to be attacked can be configged individually, using these categories:
The turret controller also works, instead of simply having the same angle as the player, the turret will actually aim at what you are aiming at
Using the turret controller does not require power
More turrets will be added soon, models for rocket turrets already exist
Chekhov's gun
Gatling turret with high rate of fire
Uses .50 BMG
Mister Friendly
A server-friendly version of chekhov
Lower rate of fire, uses the much less potent 5mm calibre
Jeremy
Powerful autocannon
Fires 240mm shells, the strongest type comes with a nuclear warhead
Tauon
Uses depleted uranium as ammo
Added a new digamma-relaated achievement
It'll make more sense in the future
Mesothelioma
Being near asbestos will increment a mesothelioma stat
This stat cannot be lowered or cured
The stat will not do anything until it reaches the maximum after which you die instantly
After death, you might be entitled to financial compensation
Dineutronium armor
Better than euphemium
comes with a myriad of armor abilities, and some new ones
More kinds of nuclear waste
Will be used in an upcoming update
Decorated cobalt tools
They're like cobalt, just better
Starmetal tools
Nuclear waste pearl
Works exactly like an ender pearl
Creates fallout and radon
Does not teleport the player
Ok turns out it's not like an ender pearl at all
Changed:
Heliostat mirrors no longer use TESR rendering, making solar plants much more performant
Burning coal will now release a large cloud of monoxide when broken
Nether coal will no longer passively release monoxide, but instead a large cloud when broken
Ancient scraps will now create a large cloud of tomb gas when broken
Turret AI chips will now save the player's name instead of the UUID
Fau armor now has item textures
Fau armor will now protect the player from all digamma sources
Made the terra drill's recipe slightly more expensive using a desh motor and starmetal tools
Mask man no longer has a hard damage cap of 50, instead all damage above 50 will be multiplied by 0.25. So 100 damage is now 50 + (50 x 0.25) = 62.5
The hidden catalog had some easy earlygame machines removed from the offers
Most hidden catalog offers are now substantially cheaper and no longer require the level 6 achievement
More resources, kits and weapons have been added to the hidden catalog
The hidden catalog's riddle no4 has been deemed impossible to solve and was subsequently changed
Vault and blast doors have been made significantly cheaper
Pyramids now generate without the protective wall separating the treasure from the stairway
Fixed:
Fixed potential dupe by shift clicking items into the gas flare's battery slot on servers
Fixed potential crash when trying to dismember ducks (but why would you do that, anyway?)
Fixed issue where unloading the sat dock would reset NBT data
RTG pellet recipes now use one iron plate, this should fix a recipe conflict with plutonium 238
Fixed a crash caused by gas blocks if the world has instant scheduled block updates enabled
Fixed a rare disconnect from (internal) servers when using the flamethrower
Added:
More revival armor mods
Wild P whiskey (3 revives)
Fabol's vodka (a lot of revives)
Crucible
Doubles movement speed when held and deals 5000 damage
Only 3 charges
Comes with custom equip and swing animations
Added enteramine pills
Removes all DRX and adds temporary protection
Tungsten crate
Polonium billets -> yharonite billets
Crucible hilt -> charged crucible
Blast-proof crate
Holds as much as a chest
Can be used as an instantaneous furnace when shot at with a DFC laser
Items will not be smelted if the entire resulting stack size exceeds stackability (64 iron crystals would be 128 iron ingots -> too much!)
Using a powerful DFC laser created by the DF core, you can also use these two recipes:
The crate will not unload items into a hopper if they are smeltable
Changed:
Updated russian localization
Updated the radar model
Ancient scraps will now also release gas if a neighboring block changes (breaking blocks, redstone signals, etc)
3 billets of any kind can now be crafted into 2 ingots
I just realized that 3 pu238 billets are already used for the RTG pellet recipe, you better have nomorerecipeconflicts installed
Entities with 900 RAD or more will now continuously bleed
Oil derricks will now spawn dense radon gas when drilling through uranium ore and flammable gas when venting natural gas
DRX medication is now craftable
The radar now has toggles
Missile mode will display and react to missiles
Player mode reacts to players
Smart mode will still display but not emit redstone for missiles that are moving upwards
The schrabidium hammer now uses yharonite billets in its recipe instead of meteorite fragments
The shredder now has more recycling recipes (anvils, crates, chains)
Ipecac and PTSD medication will now play the vomitting effect when consumed
Fixed:
Fixed diesel gen tooltip calling hydrogen "diesel"
Fixed chemistry template among other things having broken tooltips
Fixed many MES items not being blinding
Fixed game disconnecting or even crashing when using a jetpack reserve tank while wearing an armor piece without the jetpack attachment
Fixed issue where the custom nuke would ignore stack sizes, meaning a slot with a full stack of TNT would be worth one block of TNT
Fixed small reactors not unloading depleted thorium fuel
Added:
Radon gas
Is emitted by uranium ore
Somewhat radioactive
Dense radon gas
Special type of radon created by nuclear waste blocks and radioactive barrel explosions
More radiation, leaves fallout behind
Tomb gas
Hard to notice
Quite deadly
Asbestos particles
Left behind after breaking any asbestos block, passively generated by most asbestos blocks except tiles
Currently purely cosmetic, mesothelioma pending
Carbon monoxide
Spawns during coalfires (not nether coal)
Flammable gas
Generates in pockets underground
Torches cause it to catch fire
Vomitting
Unlike bloody vomitting, this effect already happens after 200 RAD
Both normal and bloody vomitting cause the hunger effect
Reactor grade plutonium
Replaces both Pu239 and Pu240 in the plutonium centrifuge recipe
Is now used in most plutonium-based fuel recipes
Can be centrifuged into Pu239 and Pu240, the former is purely for weapons
Tritium lamps
Come in green and blue varieties
Identical to redstone lamps but with a lot more swag
Billets
A new unit for radioactive materials
Equals exactly 6 nuggets or 1 rod
Rods can now be crafted using billets which simplifies the recipe
Billets now replace ingots in some recipes, making a few of them cheaper
Added boosted xenon cycle
Uses liquid oxygen to make xenon quickly
Digamma medicine
Pyramids
Spawn rarely in deserts
Best left alone
I know for a fact that telling people to not go there will make them go there, but i am powerless
Added digamma related achievements
Added journals
Rare dungeon loot that act as template folders for special items
Dusted steel
Can be forged and compressed 10 times
Currently no use
New armor mods
Scrumpy (extra life)
Fab heart (+30 HP)
Changed:
Updated russian and chinese localizations
Radiation sickness no longer causes the hunger effect, instead it is now tied to vomitting
Highly irradiated players will now notice blueish particles around themselves. This is actually cherenkov radiation manifesting in the character's eyeballs and thus invisible to other players.
Hydrogen can now be burned in a diesel generator
Updated schrabidium fuel ingot's texture
Fixed 5mm chlorophyte recipe only yielding 4 instead of 8 items
Fixed drop duplicatiion with the bolter
Yharonite inserts can now be crafted with yharonite billets, although the billets still lack a recipe
Fau armor is now craftable with yharonite
UF6 and PuF6 recipes only yield 900mb instead of 1000
Hexafluorides will no longer output any fluoride as a byproduct
Updated most projectile models
Bullets all use the same generic rifle bullet model, in the future, small caliber projectiles will have a shorter model
Fallout dust now causes 10RAD/s instead of 0.1
Fallout blocks now only cause contamination 1 instead of 2, however the effect will last for 10 minutes
The antimatter cluster explosion now has a higher resolution and custom sound
The template folder now excludes a few templates which can be made using journals
The tesla backpack now has a recipe and description
Fixed:
Fixed velvet bandaids dropping with a 20% chance instead of the intended .2%
Fixed entities not being affected by ambient radiation if their contamination is at 0
Fixed raging vortices desyncing when destroyed with antimatter clusters
Fixeed crash related to the PaA armor
Fixed OSIPR not consuming alt mode ammo
Added:
Fau armor
Currently unobtainable, stats still pending
AJR power armor
Identical to steel ranger armor but with a fabulous paintjob
Added peas
Craftable from seed and gold nuggets
Can be used to despawn quackos
Armor modification table
Allows to add armor mods to any armor piece, vanilla or modded
Armor mods
Gas mask attachable
Back-mounted tesla coil (currently uncraftable)
Servo sets
Boot pads
Inserts
Armor polish (found in village blacksmiths)
Bandaid (high chance to drop from animals, bug)
Serum (found in mineshafts)
Plutonic quartz (rare byproduct from smelting uranium ore)
Morning glory (rarely found in relay stations)
Lodestone (rare byproduct of smelting iron ore)
Soapy water (found in blacksmiths and mineshafts)
Bottled milk (rare drop from spiders)
Heart pieces (dungeon loot and rare drop from all mobs)
WD-40 (rare drop form all cybercrab variants)
More extra mods which are all craftable, unlike the previous ones
Demon core
Has a mere 5 RAD/s
When dropped on the ground, the screwdriver which suspends the neutron reflectors will loosen
Closed demon core
The most radioactive item in the game with 100kRAD/s
Desh-cladded tier 3 hazmat suits allow you to hold it for around 10 seconds before dying
Digamma gun
Reskin of the bolter, functionality pending
Brittle jungle bricks
Will block the hole between floors in jungle dungeons
Walking on them or breaking one will set off a chain reaction where all brittle blocks break
Fallout
Snow-like layer created by nukes
Drops fallout dust
Dust can be crafted into layers or full blocks
Usable as radgen fuel
Changed:
Updated localization which might or might not be russian of origin
Digamma radiation exposure is now a permanent stat much like radiation
HEV is no longer fully fire proof and instead only blocks afterburn
The old gray AJR armor is now called "steel ranger armor"
Updated orbital death ray
It now creates a small N2 blast with additional radial laser beams
Entities exposed to digamma radiation will now spawn crumbling soulsand particles
Cladding is no longer usable like normal, instead it now counts as an armor mod which can be applied to one armor piece
The supershotgun now has a localization key and a crafting recipe
Custom missile thruster recipes havee been simplified
The mining laser has been made somewhat cheaper
The geiger counter HUD bar now has a subtle color gradient
Explosive charges now use an adjusted explosion system with higher resolution, fixing the bug where high yield vanilla explosions create a small, square hole with long cracks instead of a proper hole
Normal mini nukes no longer create 5 explosions but one slightly larger one with higher resolution
Jetpacks no longer count as conventional armor (can no longer be worn with right click, provide protection or applied with dispensers) but can still be put into the armor slot and used as before
Jetpacks are in addition armor mods that can be put onto any armor (except on other jetpacks since as previously mentioned, they don't count as "real" armor anymore)
HEV batteries now use redstone dust instead of energy powder
Dead grass will no longer give the contaminated effect when walked over
Dead grass is now brown in appearance instead of gray
Radiation will turn grass blocks into dead grass rather than dirt
The decontaminator will remove the contaminated potion effect in addition to reducing player contamination
Having 600 RAD or more will now cause Steve to throw up blood every 30 seconds
h1=Fixed:]
Fixed Balls-O-Tron taking radiation damage
Fixed quackos being killable with schrab revolvers and null grenades
Fixed slimes, magmacubes and other miscellaneous mobs not showing up correctly using thermal sights
Fixed sand recipes only yielding 1 item instead of 8
Fixed full set armor always having an active geiger counter except for powered sets which would never have one
Fixed crashed spaceships always spawning with one chest that is broken
Fixed mechanist's circle often not spawning inside the jungle dungeon
Fixed dead grass any glowing mycelium having resistances that are way too high
Added:
Chains
Can be hung from ceilings or walls
Climbable!
Fireworks battery
Allows to shoot firework rockets which spell out a message
Using dye changes the rocket color
Redstone-activated
Message can be changed with nametag
Needs to be filled with powder (sulfur = 1 charge, gunpowder = 2 charges)
The default message is a personalized message from me to this year 2020
Jungle dungeons now spawn naturally
Every dungeon has a mechanist's circle block in the bottom floor
Using a silver key on it will summon balls-o-tron
Balls-O-Tron
No further description necessary
The spawner item can be crafted again after he has been defeated
More achievements
Beating a boss or special mob can now give you an achievement in addition to the corresponding coin item
Changed:
Updated russian localization
The EMP blast of the strong EMP missile now lasts for 10 minutes
Large EMP missiles are now craftable
Bolter DU rounds now have an extended armor and protection piercing ability
Doctor17's cape now also applies to Doctor17PH
The silver key recipe was changed to use forged meteorite metal
Nuclear creepers and boss meltdown elementals now drop coins
Power armor now continuously drains power, the exception being the HEV suit
AJR armor lasts around 2 hours
Lunar armor lasts less than half an hour
Lunar armor will kill the player if any part runs out of power
Schrabidium armor no longer has the saturation ability
Fixed:
Fixed the damage ramp-up of nuclear explosion scaling backwards, resulting in no damage at ground zero and a lot of damage at the very edge
Fixed chemplant fluid rendering clipping outside the tanks
Fixed issue where guns with no crosshair would glitch up the boss bar texture
Added:
Fabulous hat
Special good boys only item
HEV suit
High power armor that changed the surivial HUD
AJR power armor
Meltdown elemental
Spawns near players which have experienced a reactor meltdown
Meteorite sword
Can be upgraded many times from +10 atk up to +500
Gas shale
A new block that spawns in schist strata
You can extract petroleum gas out of it without the need for a complete oil setup
Added HE and incendiary ammo to the bolter
Added better mekanism integration
If mekanism is detected, the game will delete the default recipe for the digiminer and replace it with a more reasonable-priced assembler recipe
HEV suit battery
Works like a fusion core but only provides 150kHE
Currently not craftable
Added radiation and creeper coins
Obtainable but currently unused
Added schrabidic acid
Used to make ferric schrabidate
Ferric schrabidate
Can be used for a new way to obtain dineutronium
Those new chemical templaates do not yet have icons, oops
Added blocks for schraranium, schrabidate and dineutronium
Power detector
Buffers up to 20HE and uses 1 per tick, will give out a redstone signal
Added fabulous vodka
Changed:
Updated russian localization
FBI raids now have a config for how far away they spawn from players
FBI agents will now try to approach the player from much further
FBI agents will also breach through walls now
In general, targeting has been improved somewhat
FBI agents won't take any damage from galacticraft's suuffocation or thermal damage, instead they put on space suits in other dimensions
FBI agents are immune to all potion effects now and will put on a gas mask if they encounter radiation/gas
FBI agents can no longer despawn
The solid rocket fuel recipe output has been buffed from 1 to 4
FSB armor sets can now have damage threshold
It's the same ridiculous system as in fallout new vegas but this time the NPCs don't get that advantage
FSB armors can now have auditory geiger counters
If such an armor is worn, geiger counter items are silent to prevent duplicate sounds
FSB armors can also have custom geiger counter HUDs now, first one being the HEV suit
Powered FSB armor sets will lose all their advantages when the power runs out, acting as little more than vanilla armor once they are unpowered
Power armor effects have been rebalanced
The T45 crafting recipe now uses regular motors instead of desh ones
Circuits in the assembler and chemplant now have simpler recipes (4 instead of 6 wires, 1 instead of 4 dusts)
The semtex blend recipe now yields 3 instead of 1
Mob raids and mask man spawn now produces a chat message
Wither skeletons will now drop antimatter instead of a skull when killed with an axe that has the decapitator ability
FSB armor descriptions as well as tooltips for nuclear rods now use localized descriptions
Cyber crabs and tainted creepers are now fully immune to radiation
Rebalanced the red crate
The ducking mechanic now has a config to be turned off
Semtex blend now has an alternate recipe with ballistite instead of cordite, but that only yields 1 instead of 3
Particles now have (currently experimental uses):
Strange quakrs can be used to make dark crystal
The higgs boson lets you craft 8 uranium ingots directly into schrabidium
Dark matter can be combined with plutonium ingots to make euphemium
Schrabidate can be combined with the sparkticle to make DNT
The DFC's rendering has been reverted back to the original orb instead of the void
The chemical plant's internal fluid buffers have been bumped up from 16k to 24k
The chemical plant's fluid input slots can now be used to remove fluid again
Power armor helmets such as the new AJR and HEV helmets now count as protective eyewear
The mining laser's recipe has been made slightly cheaper
Placing a radar on top of a muffler will now remove the ping sound
Fixed:
Fixed beta food feature outright not working
Fixed beta food not working on cracked servers
Fixed power armors reusing the starmetal armor materials, allowing those sets to be mixed
Fixed the large tank having an invisible unused extra slot
Fixed FBI agents not spawning with gun visuals
Fixed the desh recipe icon showing peroxide instead of mercury
Fixed ultra dense steam not having a tank label
Fixed the issue where the shredder could sometimes convert dusts into other dusts based on metadata which somehow unfixed itself
Fixed microwave not saving power and setting
Solar boiler
Turns water into steam using heliostat mirrors
Mirrors can be turned towards the boiler with the mirror adjustment tool
Great for early game power
Bolter
Some details are still subject to change
Fires .75 bolts
Better visual effects and more ammo variety pending
Features an ammo counter that is part of the model and no crosshair whatsoever
Updated chinese localization
Putting the cartoon painting into an item frame will now create a crappy motivational poster
Nether ores now have configs, allowing you to reduce the amount of burning coal spam
Accidentally changed the pacifist's machine gun's crosshair, whoops
Added some more item lore to MOX fuel
Ring coils now have alternate recipes with steel plates
Recipes for uranium and polonium sand now use 8 blocks of sand at once, drastically reducing the amount of powder needed
HE/RF converters have been reworked
The GUI was removed, clicking on it only displays a chat message with the current buffered energy
The converters now feature a new mechanic known as an open energy cap
The cap is at 1MHE by default, working as usual with one exception, the cap can be exceeded once. If a reactor pumps 10 million HE into the converter at once, it will buffer the entire amount, but no additional inputs are accepted until it is converted
Due to technical limitations of RF energy, buffers can only handle 500MHE/2GRF at a time
The changes are still experimental, unusual behavior should therefore be not unexpected
Fixed issues regarding some anvil recipes not working correctly
Fixed mob config not being loaded at all, making FBI raids impossible to turn on and mask man impossible to turn off
Particle Accelerator
Large, modular multiblock that can create various new particles
Particles are currently mostly without function, but it can also cheaply create antimatter
Added a 10 second grace period to players getting radiation
This will prevent people from respawning and dying instantly
The T45 and lunar plating now show enemy health above their heads
Added a config for mob events such as mask man spawning
Added FBI raids
Disabled by default
Several FBI NPCs will spawn at once, trying to break in and break your stuff
AI is currently very primitive and not that good at doing things
The nether is now a lot more hellish
Added large, commonly spawning veins of burning nether coal
There's now somewhat common smoldering netherrack blocks that emit particles and set mobs on fire
Added nether geysers, lesser common blocks that shoot out flaming jets and shrapnel
Added localization support for more item tooltips and chat messages
This includes the particle collider GUI, geiger counter, machine templates and the oil detector
More support will follow
Digamma radiation
Currently only emitted by the digamma particle
The particle has a high half-life, the player however, does not.
Added chicken nugget
Due to a stalemate in the texturing contest, it uses two halves of different textures
Created by colliding two chickens in a particle collider
FifeMiner and lag_add both now have half a cape each with their respective nugget on it
Lunar armor now has a damage cap of 4 instead of 7.5
Starmetal and lunar armor have been made tesla-resistant
Armors registered with the "spacesuit" prefix are also tesla-resistant
Updated russian localization
Pouring sticky liquids into machinery is no longer advisable.
Armor that is fitted with radiation-cladding will now count as tesla-resistant
The burning coal ore texture now has longer flames
Nether phosphorous ore is now more common
Updated cell textures
Increased the energy capacity of ambient radiation generators and geothermals from 100 to 500
Geothermal generators now accept nether geysers
Oily coal ore now has a small chance of igniting when mined with tools harder than wood
Guns now support the unbreaking enchantment
The plutonium 238 RTG pellet will now dispense random nuclear science related facts when clicked
Infinity I, unbreaking III and thorns III enchantment books are now craftable
Fixed people with the beta hunger system not being able to play on servers
Lunar armor no longer has increased gravity, this should fix people clipping into the ground in multiplayer
Fixed shredder recycling recipes for golden coils yielding advanced alloy
Fixed converters not showing the buffered power in their GUIs
Fixed breeding reactors voiding their inventories when unloaded
Fixed incorrect render-layering with glass blocks
The industrial generator has been completed and should now be functional
Balancing might still be a bit off
Added spongebob macaroni
Spongebob macaroni
Bottlecap blocks
128 caps compressed into a single block
Very fancy
ShimmeringBlazee now has his own cape
The microwave has been fully implemented
Added missing config options for tool abilities
Added Quackos, The Elder One
Ducks mutate into an elder ducc when exposed to radiation
Quackos cannot be harmed, but ridden
Added the painsaw ability
Exclusive to chainsaws, this ability will drop extra XP and ammo items when killing mobs
Added decapitator ability
Exclusive to axes, this ability will drop mob and player heads
For mobs that do not have head items, it will drop rotten flesh and bones
The tommy gun has been properly added
Added an achievement for rapidly disassembling a fusion reactor
Updated russian localization
The tossable antischrabidium cell now has a 3D model
The fluid tank texture has been updated and it now uses smooth shading
The fluid tank has been updated to use the same GUI as barrels
The mushroom cloud has been reworked, feedback is appreciated
Lunar cybernetics are now crafted with specific armor plates
T45 armor is now craftable with titanium armor plates
T45 armor now uses the FSB system, parts can be charged like batteries
T45 Armor has been retextured
Fusion cores no longer act as batteries, instead they can now charge any worn armor piece by 2.5MHE
Fusion cores can be crafted into energy cores which hold 10MHE
Many steel deco block can now be recycled by shredding
The rosenberg pest control box was updated
The recipe now uses a starmetal ring
The box needs energy to operate, roughly 500kHE per second
Using a spark battery on it, even if empty, will allow it to work indefinitely again
The red crate's contents have been updated
The fusion reactor now works with hoppers, allowing you to pull byproducts directly out of it
Flamethrower poison gas clouds now have wither effect
The acidizer can not turn rotten flesh into leather
Fusion reactor byproduct rates for chlorophyte and balefire ash have been drastically increased
The saturnite recipe now only needs 50mB of mercury (instead of 200) and produces 2 ingots instead of 1
The quartz to lithium recipe has been removed, instead schist can now be shredded into lithium
Wires can now be recycled back into ingot form
Coils can now be shredded back into the base material
The steel tank recipe will now give 2 instead of 1
Circuits can now be downgraded by smelting them
Explosion particles now use batched rendering which should improve performance, especially with weapons such as the ZOMG
The curde oil refinery is now a good bit cheaper
Fixed grenades bouncing off of non-solids
Fixed chlorophyte ammo not targeting entities behind non-solids
Fixed lunar armor leg models getting stuck behind the player after sneaking
Fixed asbestos schist ore not dropping asbestos sheets
Fixed fluid tank not dropping items after being broken
Removed debug feature from large turbine dummy blocks
Fixed assembler recipes using light oil instead of kerosene
Fixed boiler not updating the mouseover tank info
Fixed crash when FSB armor is worn in combination with any non-armor items such as skulls or pumpkins
Fixed assembly templates not correctly cycling through alternate items in the tooltip
Fixed fluid ducts flickering when using a fluid ID
Fixed the glitch giving the wrong type of ammo
Fixed suicide shotgun using 12 gauge instead of 20 gauge buckshot
Fixed ability tools and swords not taking damage when attacking mobs
Fixed electric poles not saving connections and randomly "forgetting" connections
Fixed explosion particles being glow in the dark
Fixed large turbine blades not turning
Lunar cybernetic armor
New power armor
Uses the "full set bonus armor" system
Armor pieces behave like batteries, they can be charged in generators and energy storage blocks
Berzelianite bricks
Blue bricks in 4 variations
Might be used for a future dungeon
Spikes
Deal 100 damage to living entities that fall on them
Safe to walk through
Scrap metal pancake
Can only be eaten when a full lunar cybernetic set is worn
Will fully recharge all armor pieces
Desh motor
A new crafting item which will be used for power armors
Arctic code vault
A rare structure that spawns below cold biomes
PT cell
A fuel cell of polonium and tennessine, similar to the radio nuclide cell
Generates significantly more power than a mini-RTG, 2500 HE/t
Strata
The world will randomly generate a rare, regional stratum composed of graphitic schist
This stratum is very rich in ore
Finding a stratum and mining a schist block will give the Stratum achievement and drop 500xp
Schist ores
Also includes lithium ore which until now only had a meteor ore form
More work on the new igen GUI
Now has a turning knob and some of the pending functionality has been added
Still not finished
Updated tritium deuterium cake texture
Some pending machines have received inventory 3D models like the machines from the missile tab and the hexafluoride tanks
The punji trap enargite brick will now spawn a spike block instead of barbed wire
The stealth device now gives invisibility 2
If a player has invisibility 2, he will be fully invisible, including his armor
Crashed space ships now spawn red copper deco block instead of coils and cable switches instead of fusion reactor control blocks
The soyuz module that hovers over 0/0 now displays a dynamic message which is fetched from a website, meaning it can change without the mod being updated
Changed the visor texture of asbestos armor
Updated gold coil textures
Added config options for rare earth and lithium ore spawn rates
Schist has been added to the scrap list of mining lasers
Fixed setting config values to 0 not disabling dungeon spawn
Chlorophyte pickaxe
Mercury touch will drop lots of mercury when redstone ore or blocks are broken
A very good pick with a unique ability: mercury touch
Mese pickaxe
The explosion will not hurt any entities and drops all blocks
Has the new explosion ability
Technically a dineutronium pickaxe
Mese gavel
Twice as big as conventional gavels
That means twice the gavel power
Added an automated system which will restore player's health if it becomes NaN'd
NaNing used to be a problem with black holes but is now only a rare occurance
Some mods still cause it, the system will detect NaN no matter how it happens
New tool and sword abilities
Mercury touch drops mercury when redstone ore or blocks are mined
Explosion will trigger a mining charge
Phosophorus tip causes the phosphorus burn potion effect
Updated russian localization
And again just as this release finished uploading
Actually, it got updated a second time before that even, so the one mentioned above is actually the third time within this one update
The new IGen now has a GUI
Updated refinery GUI texture
Updated some item textures
Electronium now pulses at half the speed
Removed the lava recipe from the gas centrifuge
Update steel stamp textures
Doctor17 now has his own cape
Added some new babymode recipes
Schrabidium tools and armor are now crafted like vanilla tools
Schrabidium tools now require ionized particles to be crafted
Creative players will no longer receive any radiation
Updated refinery texture, tweaked the model a bit
The refinery hitbox is now 1 block lower
The radioisotope cell now produces 70 HE/t instead of 25
Updated boxcar model and texture
Boxcars will now drop themselves instead of a boatload of items
Boxcars can be shredded into steel powder
Thermonuclear boxcars are now craftable
When placing a boxcar manually, it will now stand on its wheels instead of being stuck in the ground
Core components for the fusion reactor and plasma heater have been moved to the machine tab
The tesla coil recipe now requires wood
Most blocks with custom models now have the models appear in the inventory and in the player's hand
Some blocks are still pending, these will follow soon
Generic missiles might also get 3D models in the future
Cleaned up a lot of rendering classes
Fixed the horse nut hammer existing
Fixed fusion reactor and plasma heater dropping themselves in addition to their components
Fixed balefire dual and quad rods returning single rods
Fixed meteor dungeon boneyards not spawning
Fixed some bomb renderers leaking GL statements
Gavels
The diamond gravel joke finally makes sense
Baby mode
SchrabTrans machines now produce schrabidium ingots
Uranium ore now has a 5% chance to turn into schrabidium ore instead of 1%
Scorched uranium can be crafted with water to be 'washed' into regular uranium
Crude oil is smeltable in the blast furnace from a canister and coal
The desh recipe does not require mercury
Diesel can be crafted from crude oil and redstone
Semtex can be craafted from TNT, niter and slime
Cordite an be crafted from gunpowder, ballistite and wool
Plates can be crafted from 4 ingots (produces 4)
Wires can be crafted from 3 ingots (produces 16)
Book of boxcars is now craftable
Schraranium turns into Nikonium
A config option that re-implements old features or new, alternate ways to craft things, making the mod easier, including:
Added silver key and a new brick variant
Will become relevant later
Added many missing recipes to the overhauled cyclotron, more will most likely follow
Added schrabidic acid
Will be used for future recipes
Added a recipe for balefire warheads
Chlorophyte bullets and canister shot rockets have been implemented
Updated russian localization
Asbestos now spawns twice as many veins per chunk
This change is based on the config, you will have to change it or delete it yourself
Asbestos veins now spawn 4 instead of 3 blocks
The cyclotron's control boxes are now open
Simplified MOX fuel recipe to 3 pu239 and 6 u238
The obj_tester now uses an experimental new model which might be used for a reworked industrial generator
The ZOMG cannon has been ported to the new gun system
Vitrified barrels will now only output .5 RAD/s, capped at 5 RAD/s for the chunk (instead of 5 and 75)
Updated cyclotron recipe
Removed dee magnet recipe
The ZOMG now has an assembly recipe, making it more expensive
The ZOMG's viewmodel is now significantly larger
Fixed cyclotron not accepting energy from the side connectors
Fixed half the cyclotron recipes not showing up in NEI
Fixed book of boxcars being stackable
Fixed hunter chopper crashing servers when two of them die next to each other
Fixed fusion reactor only outputting byproducts once every 4 billion ticks
Polonium RTG pellet
Has 5x more heat output compared to plutonium pellets
Also works for furnaces
Fancified mining laser and large turbine GUIs
Updated pellet textures
The DFC now has a temporary experimental renderer
The indutrial generator has been retired
Breaking it will return all crafting items
Shrapnels will no longer create explosions on impact, instead it will spawn lava pop particles
Overhauled cyclotron
Recipes have been updated and rebalanced
The cyclotron no longer produces power but consumes it
Recipes now always create antimatter as a byproduct
The GUI now has an actual on/off button
Cyclotrons from older worlds should in theory safe to keep without the need to remove them
The GUI features smart shift-click support
The cyclotron now supports upgrades for speed, power consumption and safety
When out of coolant, the cyclotron will start an invisible overheat timer that will allow it to operate for an additional minute
Removed recipes for unused fusion reactor parts
Unused fusion reactor components can now be recycled
When submerged in water, small reactors will now emit cherenkov light
The CMB furnace now only uses 200mB instead of 2000mB of mud per operation
Fixed uranium dual rod being reffered to as fuel
Ducking mechanics
Pressing O now allows you to duck
New weapons
Currently WIP
More ammo types
a lot of 4 gauge ammo
chlorophyte ammo for almost every caliber (currently unused)
Beta health mechanics
Experimental feature not available to everyone
Food level is kept at 5 bars, food will directly heal the player
Players cannot starve but also not regenerate
Added ionized particles
A byproduct of lighter fusion fuels
Currently unused
Added a config to disable world destruction through radiation
Updated russian and chinese localization
Industrial steam turbines should now be more performant, the code for them is still untested though
The ore acidizer can now create meteor fragments from meteor powder, effectively making meteor blocks renewable
The cooldown for fusion byproducts has been drastically lowered
Hydrogen based fusion fuels now have byproducts
Dungeon chests loot now contains ammo casings, primers and cordite
Fixed issues with the general world rendering
Updated russian localizations
For testing purposes, the radial engine and broken radio now have 3D models in the inventory
Fixed some multiblocks crashing when placed or destroyed
Fixed the fusion reactor dropping all the components as items when melting
Fixed clientside-suicide from B93 beams
(Unconfirmed) Fixed T45 displaying power data wrong
Fixed factory cores not having the right energy values
New fusion reactor
Originally added in the last version, it's now fully functional and obtainable
Plasma heater
To get all that spicy gas for your reactor
Industrial steam turbine
A much larger variant of the standard turbine
Currently a bit wonky, subject to change in the near future
A recipe to make BF rocket fuel
That only took us, what, a year?
Thermonuclear ashes
A byproduct of balefire plasma
Allows you to reclaim balefire shards
Updated russian localization
Updated new fusion reactor texture
Fusion reactor will now display the currently used blanket as part of the texture
N2 mine and solinium bomb are now stronger
You will have to delete your config (or just those two values) for the change to take effect
Chlorophyte is now a byproduct of XM plasma fusion
Changed many of the fusion reactor's component textures
The breeding reactor is now 3 blocks tall with a fancy new model
Rebalanced a few assembler recipes, reactor components are now cheaper
Structures will no longer generate breeding reactors
Updated maskman texture
Moved the BEL recipe to the book of boxcars
The bobmazon level 6 achievement is now much easier
Fixed multiple bombs using the wrong configged radius for explosions only when triggered with a detonator
Fixed many assembler recipes not using ore dict when they should
Fixed GL bleeding caused by the small microwave renderer
Fixed console spam caused by combo proxy and transformer TEs
Fixed dynospheres only carrying 1% of their intended charge
生草译文(仅供参考)
补充
新型聚变堆
最初是在上一个版本中添加的,现在已经完全可以使用了
等离子体加热器
为你的反应堆提供所有的辛辣气体
工业汽轮机
标准涡轮的一个大得多的变体
目前有点不稳定,可能会在不久的将来发生变化
制造BF火箭燃料的配方
只花了我们一年的时间?
热核灰
打捆火焰等离子的副产品
允许你回收火焰碎片
改变
更新的俄罗斯本地化
更新的新聚变反应堆结构
聚变反应堆现在将显示当前使用的毯子作为纹理的一部分
氮气地雷和索林炸弹现在更强大了
要使更改生效,您必须删除配置(或仅删除这两个值)
绿藻现在是XM等离子体融合的副产品
改变了许多聚变反应堆的组件结构
育种反应堆现在有3个方块高,有一个奇特的新模型
重新平衡了一些组装程序的配方,反应堆组件现在更便宜了
这些建筑将不再产生繁殖反应堆
更新的maskman纹理
把BEL的配方移到了boxcars的书中
bobmazon 6级成就现在要容易得多
固定的
修正了多个炸弹使用错误的配置半径爆炸只有当引爆引爆
修正了许多汇编程序不使用矿石字典时,他们应该
修正了小型微波渲染器引起的GL出血
修复了由组合代理和转换器TE引起的控制台垃圾邮件
固定的强子球只携带预期电荷的1%
Polonium RTG pellet
Has 5x more heat output compared to plutonium pellets
Also works for furnaces
Fancified mining laser and large turbine GUIs
Updated pellet textures
The DFC now has a temporary experimental renderer
The indutrial generator has been retired
Breaking it will return all crafting items
Shrapnels will no longer create explosions on impact, instead it will spawn lava pop particles
Overhauled cyclotron
Recipes have been updated and rebalanced
The cyclotron no longer produces power but consumes it
Recipes now always create antimatter as a byproduct
The GUI now has an actual on/off button
Cyclotrons from older worlds should in theory safe to keep without the need to remove them
The GUI features smart shift-click support
The cyclotron now supports upgrades for speed, power consumption and safety
When out of coolant, the cyclotron will start an invisible overheat timer that will allow it to operate for an additional minute
Removed recipes for unused fusion reactor parts
Unused fusion reactor components can now be recycled
When submerged in water, small reactors will now emit cherenkov light
The CMB furnace now only uses 200mB instead of 2000mB of mud per operation
Fixed uranium dual rod being reffered to as fuel
生草译文:
补充
钋RTG颗粒
比钚芯块多出5倍的热输出
也适用于熔炉
改变
矿用激光与大型涡轮导向器
更新颗粒纹理
DFC现在有了一个临时的实验渲染器
工业发电机已经退役
打破它将返回所有工艺物品
弹片在撞击时不再产生爆炸,相反,它会产生熔岩爆裂颗粒
大修回旋加速器
配方已经更新并重新平衡
回旋加速器不再产生能量,而是消耗能量
配方现在总是创造反物质作为副产品
GUI现在有一个实际的开/关按钮
从理论上讲,来自旧世界的回旋加速器应该是安全的,不需要移除它们
图形用户界面提供智能移动点击支持
回旋加速器现在支持速度、功耗和安全性的升级
当冷却液用完时,回旋加速器将启动一个看不见的过热计时器,它将允许它再工作一分钟
删除了未使用的聚变反应堆部件的配方
不用的聚变反应堆部件现在可以回收利用了
当淹没在水中时,小型反应堆将发出切伦科夫光
CMB炉现在每次操作只使用200 MB的泥浆,而不是2000 MB
固定的
作为燃料的固定铀双燃料棒
Enargite bricks
Come in many spicy variants
There's versions with fancy glyphs and trapped ones
Jungle dungeon
Currently only spawnable via the debug wand
Quite big that thing
Desh shredder blades
Never break!
Added individual configs to blacklist tool abilities
Added asbestos bricks
Added painted nuclear waste block
Updated russian localization
Balls-O-Tron is being reworked, the spawn egg has been removed
Shredder blades are now repairable with 2 plates of the same material
Hot fluids now have the temperature on the fluid tank tooltip
Steam turbines now accept ultra hot steam
The new fusion reactor is nearing completion, the plasma heater is now fully functional and the reactor can already accept water and plasma, use the magnets, explode when operated without running magnets/internal blanket and output steam
Functionality for blanket degradation, breeding compartment and byproducts are still pending
Fixed press stamps being acceptable shredder blades
Fixed radar tooltips
Fixed custom missiles still not showing up on radars
Terra miners
Work both as pickaxes and shovels
Have a ton of abilities
Chernobyl warning sign battle axe
It's a red trefoil sign
Basically a reskin of the stop sign axes
Added ultra dense steam
Will be used by the fusion reactor
Added fusion reactor blankets
Currently without a function
Added functionality to the fusion reactor core component block
Balls-O-Tron mark zero
Just a prototype which is underwhelming and not functional
In order to not disappoint people, the spawn will remain disabled until it is finished
Ferriswheel Electronium Storage Unit (FEnSU)
Battery block with a capacity of 9.22 exaHE
For now it only has an electricity port at the bottom
Added scorched uranium ore
Uranium that is exposed to fallout and does not turn into schrabidium ore becomes scorched
Scorched ore cannot be tuurned into schraabidium by this method
Added high-speed steel block
Semtex
A powerful explosive item which replaces TNT in many recipes
Edible
Rod of discord
Allows for instant teleportation
DeshReady blend
A variation of desh blend that lets you make desh without a chemical plant
Microwave
Not really finished yet but it mostly works
Added plasma fluids
Will be used by the new fusion reactor
Balefire and steel
It's flint and steel for balefire
Glass
Uranium, trinity and polonium glass
Fancy!
Sands
Uranium and polonium sand
But bob why it no radiation
Mask man
New ammo variants
IF-R&D for shotguns summons a thunderstorm of flechettes
IF-R&D for 5.56 and .50 BMG summons meteors
Polonium
Rare, very radioactive and overall nasty
Great early tier 4 breeder fuel
Added trixite battery
Lower capacity than a spark battery but it also works in balefire bombs
Balefire rods
Long-lasting tier 2 breeder fuel
Blazing balefire rods
Shorter but even hotter breeder fuel
Added sauergun
Belt-fed 4 gauge shotgun with a crunchy animation
More decorative blocks
Lab tiles
Concrete pillars
Experimental world radiation system
Chunks with high radiation levels will now have block effects
This feature is still a heavy WIP and might be removed outright if it proves to be too laggy
Muffler
Unfinished, only works with diesel generators
The soyuz and the orbital module now have recipes
Added an annoying screen overlay to prevent annoying people from asking annoying questions
Updated russian localizations
Updated chinese localozations
Removed unused year-old laser code
Changed recipe for starmetal and schrabidium armor
Zombies have a small chance to spawn with starmetal chestplates
The new fusion reactor has been given a GUI, functionality still pending
Changed fusion reactor plasma texture
Removed the annoying overlay telling people not to be stupid
Mask Man now has a spawn condition and a boss bar
You are legally allowed to panic
Mask Man now has damage resistance against explosions and projectiles
Mask Man is now immune to magic and fire damage
Bringing Mask Man's health down to 50% will now cause his face to melt off
The name change of the black book has been reversed
The super shotty now has a properly unwrapped model and an animation
Efficiency adds a small chance that operations consume no input item
Speed is self explanatory
Overdrive too
MIRVs now split more like they do in fallout 4
Projectile speed has been tripled to avoid people killing themselves
Texture still pending
The geiger counter now also displays the player's rad resistance, the output has color formatting and looks generally more pleasing
The assembler will now in/output into any container, not just hoppers, chests or crates
The assembler recipe system has been reworked. NEI handlers are now more clean and show ore dict items, all recipes can be configured in a JSON file (hbmAssembler.json). By default, the game will generate a template JSON containing all standard recipes. This change was rather fundamental and is not well tested. Issues should not be unexpected.
Most assembler recipes now take exactly 5 seconds, this is a bug caused by a fault in the automatic conversion between the old and new systems, this will be fixed soon.
Radars should now display tier 0 and custom missiles correctly
Slightly changed the way automatic mining drills work, the drill hole is now square
The custom nuke has been reworked, the explosion algorithm is now up-to-date with the MK4 and antimatter explosions are now BF-type. Mushroom clouds also use the new look. All items accepted by the custom nuke will now have a label with exact values on what effects they give. The custom nuke's GUI will now only show the stage which is relevant. Hovering over stages gives details on what they are and how powerful they currently are. The first number indicates this stage's theoretical stength without external modifiers. The second number shows the defacto strength with below-level bonuses and caps in mind.
The custom nuke TNT stage is now capped at 150 instead of 100
The TNT stage will behave like an N2 mine above strength 75
Renamed gadget and fatman propellant items to avoid confusion
Changed many recipes to use semtex instead of TNT
Added alternative recipes where semtex can replace TNT to yield more items
Replaced black book functionality
Rebalanced meteor dungeons, the black book is now 10x rarer
The supershotgun model has been improved, texture still pending
The supershotgun now has animations
Drillgon now has his own cape instead of the HBM one
Updated diamond gravel tooltip
Removed pointless and broken radiation override code
Updated russian localization
Updated some textures
Teleporters now use xR textures
Breeding reactor was overhauled
Fuel rods no longer rely on item meta for the damage bar
Fuel rods and breeder fuels now have improved, automatically generated tooltips
Breeder fuels now have different tiers, some recipes need hotter fuels
Overhauled breeder recipes
Changed some centrifuge recipe to include polonium
Cleaned up some code, better organisation of registry parts
The RTG and radio isotope cell now have actual models
Fuels can no longer be extracted from fuel rods
Dynamic barrels will no longer display an empty hazard diamond when empty
The solinium bomb no longer deals regular nuke damage, instead it applies several thousand RADs to all living things
Many of the meteor block textures have been updated
Asbestos ore now spawns in the world, though rather rarely since it has very few uses
Radiation decay for chunks has been reduced from 1% to 0.1% per update operation
Flat decay has been reduced from 0.5 RADs to 0.05 RADs
MIRV launchers have been properly moved to the new radiation system
The crystallizer now has 2 upgrade slots
RF converters now use IEnergyHandler interfaces which should work much better with other mods
Fixed schrabidium not giving off any radiation
Removed console debug spam when joining a world
Fixed SU-batteries displaying worthless empty variants in the creative tab
Fixed niter being ore dicted as "salpeter" instead of "saltpeter"
Fixed meteors not utilizing fullbright
Fixed bullet base entities crashing the game if no config could be loaded
Fixed the general chunk radiation override config not working correctly
Fixed concussion grenade's direct hit damage having an upper bound that is lower than the lower bound which might cause crashes
Fixed issue where either NTM packets or vanilla packets would not arrive to TEs that had a recent state change
Fixed assembler, chemplant and burner press having stuck progress bars
Fixed a 6 year old bug where reinforced glass doesn't actually let light pass
Radars now use serialized packets which should prevent flickering of the radar screen
Oil pumps can now drill through all blocks that have a somewhat low blast resistance. This will fix the issue where modded blocks would often jam the drill. Note that, due to vic's modern warfare having blast-resistant ores for some reason, drills may still get jammed if used with this mod.
Fixed the annoying splash screen appearing more than once per game session
Fixed balefire dual and quad rods returning single rods
Fixed documents having the "decay" tooltip
Fixed some batteries including the fusion core only having 1% of their intended capacity
Fixed assembler recipes not using ore dictionary sulfur and neutron reflectors
Fixed shovel/pickaxe combo tools not being effective against grass
Fixed pumpjack and derrick drilling through oil instead of extracting it
Removed unused music disc file
Fixed assembler recipes only having production times of 5 seconds
Fixed screen overlays like geiger counters or crosshairs messing with vanilla overlays like the boss bar
Fixed cobalt block not being in the ore dictionary
Semtex
A powerful explosive item which replaces TNT in many recipes
Edible
Rod of discord
Allows for instant teleportation
I added it only for a dick joke
DeshReady blend
A variation of desh blend that lets you make desh without a chemical plant
Updated russian localization
The geiger counter now also displays the player's rad resistance, the output has color formatting and looks generally more pleasing
The assembler will now in/output into any container, not just hoppers, chests or crates
The assembler recipe system has been reworked. NEI handlers are now more clean and show ore dict items, all recipes can be configured in a JSON file (hbmAssembler.json). By default, the game will generate a template JSON containing all standard recipes. This change was rather fundamental and is not well tested. Issues should not be unexpected.
Most assembler recipes now take exactly 5 seconds, this is a bug caused by a fault in the automatic conversion between the old and new systems, this will be fixed soon.
Radars should now display tier 0 and custom missiles correctly
Slightly changed the way automatic mining drills work, the drill hole is now square
The custom nuke has been reworked, the explosion algorithm is now up-to-date with the MK4 and antimatter explosions are now BF-type. Mushroom clouds also use the new look. All items accepted by the custom nuke will now have a label with exact values on what effects they give. The custom nuke's GUI will now only show the stage which is relevant. Hovering over stages gives details on what they are and how powerful they currently are. The first number indicates this stage's theoretical stength without external modifiers. The second number shows the defacto strength with below-level bonuses and caps in mind.
The custom nuke TNT stage is now capped at 150 instead of 100
The TNT stage will behave like an N2 mine above strength 75
Renamed gadget and fatman propellant items to avoid confusion
Changed many recipes to use semtex instead of TNT
Added alternative recipes where semtex can replace TNT to yield more items
Renamed book of boxcars to the black book
Replaced black book functionality
Rebalanced meteor dungeons, the black book is now 10x rarer
The supershotgun model has been improved, texture still pending
The supershotgun now has animations
Fixed assembler, chemplant and burner press having stuck progress bars
Fixed a 6 year old bug where reinforced glass doesn't actually let light pass
Radars now use serialized packets which should prevent flickering of the radar screen
Oil pumps can now drill through all blocks that have a somewhat low blast resistance. This will fix the issue where modded blocks would often jam the drill. Note that, due to vic's modern warfare having blast-resistant ores for some reason, drills may still get jammed if used with this mod.
Fixed the annoying splash screen appearing more than once per game session
Fixed balefire dual and quad rods returning single rods
Fixed documents having the "decay" tooltip
Fixed some batteries including the fusion core only having 1% of their intended capacity
Microwave
Not really finished yet but it mostly works
Added plasma fluids
Will be used by the new fusion reactor
Balefire and steel
It's flint and steel for balefire
Glass
Uranium, trinity and polonium glass
Fancy!
Sands
Uranium and polonium sand
But bob why it no radiation
Mask man
New ammo variants
IF-R&D for shotguns summons a thunderstorm of flechettes
IF-R&D for 5.56 and .50 BMG summons meteors
Polonium
Rare, very radioactive and overall nasty
Great early tier 4 breeder fuel
Added trixite battery
Lower capacity than a spark battery but it also works in balefire bombs
Balefire rods
Long-lasting tier 2 breeder fuel
Blazing balefire rods
Shorter but even hotter breeder fuel
Added sauergun
Belt-fed 4 gauge shotgun with a crunchy animation
More decorative blocks
Lab tiles
Concrete pillars
Experimental world radiation system
Chunks with high radiation levels will now have block effects
This feature is still a heavy WIP and might be removed outright if it proves to be too laggy
Muffler
Unfinished, only works with diesel generators
The soyuz and the orbital module now have recipes
Added an annoying screen overlay to prevent annoying people from asking annoying questions
Drillgon now has his own cape instead of the HBM one
Updated diamond gravel tooltip
Removed pointless and broken radiation override code
Updated russian localization
Updated some textures
Teleporters now use xR textures
Breeding reactor was overhauled
Fuel rods no longer rely on item meta for the damage bar
Fuel rods and breeder fuels now have improved, automatically generated tooltips
Breeder fuels now have different tiers, some recipes need hotter fuels
Overhauled breeder recipes
Changed some centrifuge recipe to include polonium
Cleaned up some code, better organisation of registry parts
The RTG and radio isotope cell now have actual models
Fuels can no longer be extracted from fuel rods
Dynamic barrels will no longer display an empty hazard diamond when empty
The solinium bomb no longer deals regular nuke damage, instead it applies several thousand RADs to all living things
Many of the meteor block textures have been updated
Asbestos ore now spawns in the world, though rather rarely since it has very few uses
Radiation decay for chunks has been reduced from 1% to 0.1% per update operation
Flat decay has been reduced from 0.5 RADs to 0.05 RADs
MIRV launchers have been properly moved to the new radiation system
MIRVs now split more like they do in fallout 4
Projectile speed has been tripled to avoid people killing themselves
The crystallizer now has 2 upgrade slots
Efficiency adds a small chance that operations consume no input item
Speed is self explanatory
Overdrive too
RF converters now use IEnergyHandler interfaces which should work much better with other mods
Fixed schrabidium not giving off any radiation
Removed console debug spam when joining a world
Fixed SU-batteries displaying worthless empty variants in the creative tab
Fixed niter being ore dicted as "salpeter" instead of "saltpeter"
Fixed meteors not utilizing fullbright
Fixed bullet base entities crashing the game if no config could be loaded
Fixed the general chunk radiation override config not working correctly
Fixed concussion grenade's direct hit damage having an upper bound that is lower than the lower bound which might cause crashes
Fixed issue where either NTM packets or vanilla packets would not arrive to TEs that had a recent state change
All red copper items now have the ore dict name "redCopperAlloy" in order to not clash with GT, the unnecessary second ore dict name has been removed
Removed "(WIP)" from the anti ballistic's name
Vitrified barrels now have a recipe
Updated russian localization
Updated readme
License now has its own file
Fixed vault blocks crashing when generated in the world due to the block's elevation not matching the loot table's target
Fixed the server killing itself on startup due to the gun animation packet
Energy block API still pending (battery items should work)
Cleanup of horrendous assembler and chemical plant recipe code
Configurable assembler and chemplant recipes via JSON
Moving from IEnergyReceiver for RF compatibility to IEnergyHandler
Soyuz launcher core
Allows you to finally assemble a soyuz launch platform
Diamond crystals
For crystallizer recipes from diamond ore or diamond gravel
Silk touch ability for tools
For all high-end tools and even cobalt
More crystallizer utility recipes
Added animation API
A few weapons now have proper animations
More will receive firing and reload animations in the future
Vaporizer ammo
Short-range flamethrower ammo with high spread and high damage
Laser miner
It's like a quarry but with more fancy lights
Added more machine upgrades, all for the mining laser
Added schraranium
Will replace schrabidium as the output in the schrabTrans
Yields less schrabidium
Your opinion doesn't matter
Balefire bomb
Oh dear
Balefire egg
Comes with a whopping 10,000RAD/s
Yes there's easy ways to survive this, I tested it
Added an explosion animation for Tom
Smashing hammer
Added energy API
Currently only the battery API is implemented
To use, copy the class with the same path into your project and implement a battery item using the IBatteryItem interface
Quattro
Quad-barrel rocket launcher that uses player-guided rockets
Comes with actual animations (wow)
Mining charge
Like the explosive charge but does no damage to mobs and drops all blocks
More capes!
The scaffold struct block now has a higher contrast to make it easier to tell apart in holograms
Rebalanced the asteroid miner
Updated russian localization
Updated super conducting magnet block texture
Changed textures for upgrades and upgrade slots
Updated copper and titanium item textures
Rebalanced poisonous mud centrifuge output
Watz powerplant parts are now generally cheaper
Reverted change that multiple euph rods are needed for a nugget
Removed unused rubble textures
Updated SchrabTrans, it now uses the better machine base code, a new sound and a fixed progress bar
Batteries no longer use metadata to display the charge state
Creative tabs will now list batteries twice, being both full and empty
Updated diamond gravel tooltip text (important!)
Rebalanced the B92 recipe
The custom missile launcher GUIs have been cleaned up, slots have been added for extra clarity on how missiles are refueled
The ore acidizer now has a large model
Cladding can now be applied to armor pieces that already have cladding, given that it's a lower level than the one you are currently using
Changed recipe for Balefire Shells
Halved the rad resistance numbers of schrab armor pieces
Cleaned up some crappy code
Fixed the alt deco block not having a tile entity mapping
Fixed depth mask for laser beams
Fixed ability swords being considered tools
Fixed critical issue that could lead to crashes or world corruption where euph quad rods are labeled as "fuel" despite clearly not being fuel
Fixed radiation rising above 2500 in creative mode
Fixed dud referring to the bomb as a "baleflare"
Fixed mines and broadcasters having wrong spawn conditions, making them much much rarer than they should be
Diamond gravel
Not too exciting, but it'll come in handy later
There's some joke involved but i forgot what it was tbh
Added a few handy utility recipes for the crystallizer
Obby bricks can be made from crushed obsidian
Dense stone from cobble
Mercury droplets from redstone blocks
Updated russian localization
Changed license to GPLv3 (curse you, Stallman)
Fixed crystallizer, centrifuge and shredder not working properly with items that have scrambled IDs
Fixed crash regarding turbines (before I previously "fixed" them, they only didn't have a functional battery slot)
Added ore acidizer
uses peroxide to turn ores into crystals
crystals can be smelted, shredded or centrifuged to yield additional output
Added an automatic version checker
Added a new hammer
Added a handheld jaw vice
Updated russian localization
Certain debugging features are now restricted to debug mode
The soyuz launcher now has a proper hitbox
Fibreglass now has a recipe and a use
Updated many textures
Mk.2 grenades now have an experimental 3D model when thrown
Rebalanced particle spawn rate of projectiles
Dynamic barrels now output fluids in all directions
General code cleanup regarding machine recipes
Fixed NEI only showing NTM's equivalents of ores even though the ore dictionary is used for some machines
Fixed potential crash when placing renamed conveyor blocks
Fixed mister topaz using the wrong sound
Fixed tom not spawning in unloaded chunks
Fixed steam turbine not charging batteries
Experimental conveyor belt
Don't get your hopes up, it's a WIP
Added a proper standardized alt-fire functionality to the gun system
Added new ammo types
40mm grenades now have non-explosive training grenades and rocket propelled grenades
.50 BMG now has an AP variant
All-new 5.56mm ammo with flechette variants
Added flechette rifle
Only uses 5.56 flechette rounds
Alt-fire allows to shoot 40mm grenades
Added new config options for tool abilities
Stone and netherrack can be turned off for vein-miner
Recursion-depth can be limited (bukkit-based servers seem to have very low depth, 50-100 is recommended)
Re-balanced bullet recipes, most assembly recipes now yield more ammo
Updated ammo assembly textures
All 40mm grenades now have a smoke trail
The pacifist's machine gun has been ported to the new gun system
It now uses non-flechette 5.56 rounds, the propellantless ones have been retextured but remain the same
Fixed glowing mushrooms creating mycelium despite being turned off in the configs
Fixed anti ballistic missiles not targeting custom missiles
Fixed players experiencing radiation poisoning in creative mode
Fixed certain items spinning wildly when inserted into a press
Blocks now render too, those had been disabled due to the exact same issue
Fixed chemical plant I/O port only outputting the first slot
A recipe for anti ballistic missiles (yay!)
Concrete types as well as more meteor blocks can now be shredded
Nuclear waste rods have now been added back to the creative inventory
Fixed blocks without item form crashing when mined with shredder or centrifuge ability
Fixed crash on servers when tool ability is switched
Fixed neptunium still using old texture (very important)
Fixed meteor pillar using top texture for all sides
Fixed DFC crashing when using shift-click in the GUI
Fixed Fat Man not having a GUI texture
Fixed waste rods not being disassembleable
Fixed automatic guns not working if two of the same type are in the player's inventory
Fixed full-set-bonus armor pieces crashing when mixing with non-bonus sets
Centrifuge on a stick
The first tool with the centrifuge ability
Works as both a pickaxe and a shovel
The schrabidium hammer now uses an enhanced sound when hitting entities
Fixed newer fluid types not having tank labels
Fixed the game crashing when using the vein miner ability
Removed unused analyzer recipe which would crash the game
Fixed stacks of radioactive items not behaving correctly
Fixed radiation killing players in creative mode
Fixed radiation death achievement triggering even if the player was in creative
Fixed the server dying from the abilities' mere existence
Fixed the game dying when using abilities on lit redstone ore
Fixed meteor blocks and concrete variants not being shredderable
Added more resource blocks
Isotopes have blocks too now
4 Gauge shotgun
Big boy
Radiation cladding
4 different tiers that can be applied to any armor for radiation resistance
Added achievements
For getting steam-roasted by a rocket
For getting radiation poisoning and dying
Added cobalt armor, tools and ingot
Added lithium blocks
Explode when exposed to water
Added white phosphorus
Rare drop of fire ore
Can be crafted into new ammo types
Phosphorus burns potion effect
Keeps the player on fire
Mercury
Can be obtained from redstone ore
New rare structure
Landed soyuz capsule
Can be found very rarely buried below beaches
Added special abilities to many tools
Can by toggled by right click
Added special stats to many armor sets
Added new flamethrower
Now with 4 trendy flavors of napalm
Added starmetal armor
Updated russian and chinese localizations
Updated quite a few texutres
Added radiation resistance to more armor sets
Breeding Pu240 will yield nuclear waste instead of lead
Electric and burner presses can now be stopped with a redstone signal
The burner will stop using up fuel but will still finish burning up the current item
Fire powder is no longer craftable and is now called red phosphorus
Phosphorus can now be obtained from fire ore or by centrifuging blaze rods
Shrapnels now use less laggy vanilla particles
The bullet registry now utilized hashmaps which are more perfomant
Lapis powder only yields 1 tiny cobalt dust when centrifuged
Items now correctly display radiation among other hazard stats in the item lore
Armor pieces now show how much radiation resistance they have
Tools have been rebalanced, they now do sensible amounts of damage
Removed RTG pellets keeping the breeding reactor running for all eternity
Reworked the EMP gun
Soyuz launch particles now use a less laggy rendering technique
Battery blocks now have configurable I/O options
Starmetal now requires saturnite
Saturnite is now made in the chemical plant using mercury
All obj modeled weapons now use the model in the inventory
Changed schrabidium tool crafting recipes
Fixed smooth lighting on the grenade pistol
Fixed fluid barrels breaking after being unloaded
Fixed thorium fuel rods not being recycleable
Fixed cmb armor not counting as a faraday cage
Fixed soyuz launcher not having the proper countdown
Fixed bullets not correctly applying potion effects after the first time
Fixed bombs crashing when used with hoppers
Fixed solid fuel not being accepted by the aloy furnace
Fixed schrab transmutator not accepting ore dictionary uranium ingots
Ennum armor materials now use the HBM_ prefix to avoid conflicts with other mods
Fixed soyuz capsule render BB being too small
Fixed euph and DNT powders not being smeltable
Fixed breeding reactor hopper I/O being set up incorrectly
Fixed power converters not storing power correctly
Cleaned up code
Armor-related utilities are now segregated from the Library and can now be found in ArmorUtil
Pillar blocks now use the constructor to pass textures instead of endless else-if chains
Many item classes have been regrouped
Rewrote the entire battery (dis)charge code because of how awful it was
Removed cut item classes
译文
新增
星辉静电发生器
-为特斯拉线圈提供无限电荷
赛博螃蟹组装机
-每隔几秒钟就生成赛博螃蟹
增加了联盟号轨道舱
新添加的电素锭
目前版本还没有用
增加联盟号货舱着陆舱
增加了三个斗篷
添加了Ep块
添加了Sa326团
添加表面刻蚀Ep的Sa326团
新增的12号鹿弹
增加了新的基于坐标的卫星接口
增加了新的成就
增加了建筑机器人的功能
增加了对X晶体共振器卫星的远距离传输能力
增加了新的赛博螃蟹
变化
更新了中文翻译
更新了俄语翻译
扩展的流星地牢,房间现在一般更好,更多样化
更新了铀矿石和Sa326矿石的贴图
为联盟号运载火箭添加了两个新的纹理
增加了隐藏的力量,让某些用户可以更快地射击超级猎枪
流星现在使用适当的粒子使它们不那么滞后
更新了.357弹药纹理
更新了40毫米榴弹纹理
盖革计数器现在显示一个小数位
更新了工具的纹理
更新了燃料棒的纹理
Ep的配方现在要贵得多,此外,还有一种新的方法来制造Ep
反物质炸弹如果能Sa326团在其上产生烈火(balefire,一种绿色的火),就会把Sa326团转化为表面刻蚀Ep的Sa326团
更新了建筑机器人的纹理
石化木材现在有一个罕见的下降
Ep护甲现在有额外的能力来取消所有的伤害事件
如果输入框中有一个有效的模板,并且输出框中也有一个有效的模板,那么装配机和化工厂现在能够自动交换模板
修改了补给箱的模型
Ep护甲会防止一切伤害
建筑机器人现在有一个合成配方
修复
修复了丢失的银制.44子弹的合成配方
修正了光线追踪被关闭的问题
碎纸机配方处理程序已经被完全重写,当与某些mods一起使用时,它将修复非常长的加载时间
修正了DFC燃料喷射器在按住Shift键点击的物品移入背包时有可能导致崩溃的问题
修正了bombazon提供的每个游戏会话只工作一次的问题
修正了黑洞在使用反物质团破坏时可能失去同步和隐身的问题
彻底改变了卫星在世界上的储存方式。这将导致现有卫星消失。
修复了装配工和化工厂不接受矿石字典中的项目的问题
原文
Added
Starmetal static electricity generator
Provides infinite charge to tesla blocks
Cyber Crab Assembler
Spawns cyber crabs every few seconds
Added soyuz orbital module
Added electronium ingot
Currently unused
Added soyuz cargo landing capsule
Added three capes
Added euphemium block
Added schrabidium cluster
Added euphemium etched schrabidium cluster
Added new 12 gauge meme shell
Added new coordinate-based satellite interface
Added new achievments
Added gerald's functionality
Added teleport ability to xenium resonator satellites
Added new cybercrab variations
Changed
Updated chinese localization
Update russian localization
Expanded meteor dungeon, rooms are now generally better and more diverse
Updated uranium and schrabidium ore textures
Added proper textures to the soyuz launcher
Added hidden power that lets certain users to shoot the super shotgun much faster
Meteors now use the proper particles making them way less laggy
Updated .357 ammo textures
Updated 40mm grenade textures
Geiger counters now show one decimal place
Updated tool textures
Updated rod textures
The euphemium recipes are now much more expensive, in addition, there's a new way to create euphemium
Antimatter bombs will convert schrabidium clusters into euphemium if they manage to spawn balefire on top of it
Updated gerald texture
Petrified wood now has a rare drop
Euphemium armor now has the additional ability of trying to cancel all incoming damage events
Assemblers and chemical plants now have the ability to exchange the templates automatically if there is a valid template in the input chest and if there is an output chest
Changed conserve crate model
Euphemium armor will now refuse to take damage
Gerald now has a recipe
Fixed
Fixed missing crafting recipe for silver .44 bullets
Fixed raytracing being off by a bit
The shredder recipe handler has been completely rewritten which should fix awfully long loading times when used with certain mods
Fixed DFC injector crashing when trying to shift click an item into the inventory
Fixed bombazon offers only working once per game session
Fixed black holes potentially desyncing and turning invisible when using an antimatter cluster
Overhauled the way satellites are stored in the world. This will cause existing satellites to disappear.
Fixed assemblers and chemical plants not accepting items from the ore dictionary
Chinese and russian localizations
Tesla coil
Uses energy to zap every living thing in a 10 block radius
Can be avoided with a full set of metal or rubber armor
Damage is split between all entities being zapped at once
Dynamic barrels
Smaller fluid tank variants
Allowed liquids depend on the variant
Come with actual buttons and a buffer mode!
Star metal crate
Drops useful items like ammo and bottlecaps
Meteor bricks
ooooooooooooooo
Meteor dungeons
Very rare (1:15k chance per chunk)
New shotgun ammo
Shrapnel shot for 12 and 20 gauge and uranium coated buckshot for 12 gauge shotguns
Added a 6th bobmazon achievement
Added a config option for disabling crosshairs for guns
Added WIP supershotgun
Added stop sign battle axe
Added a new .44 revolver
Comes with matching "drop building on target" ammo
Replaced screen memes with constant radiation
Updated and improved many textures
Pole tops now use nolag technology™
DFC now has a dangerous aura
All IF brand grenades can now be found in the creative inventory
The debug wand now spawns a meteor dungeon
The hidden catalog offers are now generally cheaper and better
Updated the hidden catalog puzzle
Killing bob will now drop a book
Cybercrabs now attack all living things and have sounds
Explosion particles now use nolag technology™ particles instead of entities
Bobmazon delivery rockets now spawn their items a bit in the air which should prevent them from being lost stuck in the ground
Witty comments on some guns are back
Fixed powerfist being able to break bedrock
Fixed sledges and pulse grenades being able to break very hard blocks
Fixed crash trying to shift click items into DFC GUIs
Fixed crash when using hoppers with the small nuclear reactor
Fixed dead grass not ticking, thus no longer spawning glowing mushrooms
Fixed a spontaneous crash regarding special NBT type packets
Fixed duchess gambit displaying the boxcar death message instead of the boat one
Fixed gauss alternate fire mode
Fixed miniguns playing the spin sounds when using the nonexistent alt fire
Fixed custom nuke texture
Fixed a majority of packets being globally broadcasted instead of being directed to players who actually need them, this should greatly reduce the server's networking load
Fixed secret tree spawn
Fixed nether radiation config not working
Fixed the large launch pad not having any launch smoke
Fixed reactor remote controller crashing when used with size 0 reactors
译文
新增:
暗核聚变
-AMS的新版本
-模块化,时尚,不那么麻烦
更改:
带刺铁丝网现在有一个精致的模型
The brimstone gun现在有一个开发中的功能
消辐宁不再立即生效,而是使用药剂效果逐步消除辐射
更新了许多弹药纹理
为所有在DFC中重用的旧AMS项目添加工艺配方
金属栅栏现在有一个配方
修复:
实体辐射现在存储在NBT中,这意味着辐射不再与维度绑定
将辐射系统移动到哈希映射,这将大大减少延迟
我可能忘记了一些事情,因为我删除的1200个导入中淹没了所有的更改。我想那太糟了。
原文
Added:
Dark Fusion Core
The new version of the AMS
Modular, stylish and less of a pain in the ass
Changed:
Barbed wire now has a fancy model
The brimstone gun now has a WIP functionality
Radaway doesn't work instantly anymore, instead it uses a potion effect
Updated many ammo textures
Added crafting recipes to all the old AMS items that are being reused in the DFC
Metal fences now have a recipe
Fixed:
Entity radiation is now stored in NBT, meaning radiation is no longer bound to the dimension
Moved radiation system to hashmaps which should greatly reduce lag
I probably forgot something because all the changes drowned in the 1,200 imports that i removed. Guess that sucks.
Added:
*Barrel of LOX
**Freezes area when exploded
*Barrel of IMP residue
**Spawns taint when exploded
*Barrel of kerosene
**Functions the same as fuel barrel
*Barrel of vitrified nuclear waste
**Blast-proof nuclear waste drum
*TOM
**WIP projectile, currently only spawwnable with /summon
**"hbm.entity_tom_the_moonstone"
**Flattens everything
*Soyuz launcher
**Launch pad for the soyuz rocket
**Currently only a model with a placeholder texture
Changed:
*Steel poles now use nolag technology
*Barrels also use that new system
*Updated steel barrel texture
*Updated derrick model and texture
Fixed:
*Fixed bug where the FPS cap would jump around on certain machines
Added:
*asbestos
**currently uncraftable
**panel, block and roof block, ore
*fiberglass
**currently uncraftable
**panel, block
*canned food
**lots and lots of different cans
*canned food crate
**when broken, drops canned food and soda
**can be bought from bobmazon
*new soda
**bepis and dr breen's private reserve
*template folder blacklist config
**allows to blacklist the creation of assembly and chemistry templates along with fluid identifiers
Changed:
*CIWS turrets now target custom missiles
Fixed:
*fixed broken solid fuel recipe that allows to farm fuel from biogas very easily
译文
新增:
*9毫米和.44武器的火箭弹药
*新的门
**金属门、办公室门和仓门
*布丁
修改:
*大量的纹理变化和改进
*优化了小男孩纹理和模型
*小男孩的GUI现在看起来漂亮20倍
*轰炸机现在也许可能是多方块
*将陶子火炮、OSIPR和核弹发射器迁移到新的火炮系统中
修复:
*修复新火炮系统的弹药重装
原文
Added:
*Rocket ammo for 9mm and .44 weapons
*New doors
**Metal, office and bunker doors
*Pudding
Changed:
*Lots and lots of texture changes and improvements
*Enhanced little boy texture and model
*Little boy GUI now looks 20x more fabulous
*Bombers are now perhaps maybe possibly chunkloading
*Migrated tau cannon, OSIPR and nuke launchers to the new gun system
Fixed:
*Fixed reloading for new gun system
译文
新增:
花哨的铁丝网围栏
-因为我忘了加合成表所以现在没法合成
-废话
增加了对OBJ模型的平滑照明支持
-目前只有联盟号使用,但大多数模型将在不久的将来进行修改
为放射性物品和其他危险物品添加工具提示
为大手枪增加了一个模型
纹理仍然处于WIP状态,因为展开已断开
为DFC发射器添加了一个十分重要的接口(开发中)
添加DFC核心
增加了5毫米、44毫米、50毫米和0.50毫米口径的星金属弹药
添加配置选项以禁用危险的丢弃项
更改了隐藏目录的密码短语
改变:
联盟测试方块现在使用一个建议的更新皮肤
油岩和沥青砂现在有了新的材质
更新了大量的锭和板纹理
更新了胖子核弹的GUI
自然生成的建筑现在使用铁丝网围栏而不是铁栏杆
[WIP]方块已正确命名
转管类机枪现在将再次使用他们的动画,包括旋转声音
附加枪支信息现在永久启用
修复:
修正了使用常规小型核弹而不是AMAT炮弹的BEL
原文
Added:
Fancy metal fences
Currently uncraftable because i forgot to add a recipe and now i'm just thinking about it
Crap
Added smooth lighting support for OBJ models
Only the soyuz uses it for now, but most models will be retrofitted in the near future
Added tooltips to radioactive and other dangerous items
Added a model for the big iron
The texture is still WIP because the unwrap broke
Added a still heavily WIP interface to the DFC emitter
Added DFC core block
Added starmetal ammo for 5mm, .44, .50AE and .50BMG
Added config options to disable dangerous dropped items
Changed the passphrases of the hidden catalog
Changed:
Soyuz test block now uses one of the proposed updated skins
Oil ore and tar sand now have new textures
Updated a lot of ingot and plate textures
Updated fat man GUI
Naturally spawning structures now use metal fences instead of iron bars
[WIP] blocks have been properly named
Miniguns will now use their animations again, including spinup sound
Additional gun information is now enabled permanently
Fixed:
Fixed BEL using regular mini nukes instead of AMAT shells
译文
修改:
发行版现在将使用更高级的格式
辐射雾现在是实际的粒子而不是滞后的实体
削弱回旋加速器的功率输出
删除了memey火箭子弹的配方
通货膨胀使得bobmazon的价格上涨了5倍
删除了空投召唤器和陨石召唤器的配方
删除隐藏目录的配方
添加了获得隐藏目录快捷方式(按住F3和C键10秒)
修复:
把导弹翼面放进导弹装配站的弹头槽里不会再破坏游戏
修正了使用汇编程序自动化功能时导弹部件汇编程序配方中断的问题
删除了一个允许您使用某些计算机生成项目的故障
修复了可利用的bobmazon包
修正了如果R键被按住,新枪会重新加载到无穷远的问题
15号固体燃料推进器的固定英文本地化
子弹型实体不再受到核爆炸的影响,阻止mirv发射装置破裂
原文
Changed:
Releases will now use fancier formatting
Radiation fog is now actual particles instead of laggy entities
Nerfed the cyclotron's power output
Removed recipes for memey rocket bullets
Inflation made bobmazon offers 5x more expensive
Removed recipes for the crate caller and meteor remote
Removed hidden catalog recipe
Added hidden catalog shortcut (press and hold F3 and C for 10 seconds)
Fixed:
Putting fins into the warhead slot of a missile assembly station will no longer crash the game
Fixed an issue where missile part assembler recipes break when the assembler automation feature is used
Removed a glitch that lets you spawn items with certain machines
Fixed bobmazon packet being exploitable
Fixed new guns reloading into infinity if the R key is held
Fixed english localisation of size 15 solid fuel thrusters
Bullet-type entities are no longer affected by nuclear blasts, stopping mirv launchers from breaking
Added:
*Bobmazon
**4 different delivery catalogs
**Items can be bought with bottle caps
*Bobmazon achievements
**Tech progression achievements that unlock bobmazon offers
*Missile Assembly Table
**Allows to piece together custom missiles
**There's a few rules regarding how a functional missile looks like, just look at the LEDs to figure out whether or not you're using the correct part
**Features a handy button to assemble
*Ten quinitillion different missile parts
**Chips determine accuracy
**Warheads go boom
**Fuselages hold fuel (many different fuel types! ok it's just 5)
**Thrusters go zoom
**Fins are optional and add accuracy
*Solid fuel
**Like the solid fuel we already have, but for rockets
*More liquids
**Liquid hydrogen and oxygen as well as xenon gas for rocket engines
*Compact launcher
**Small launch pad for small missiles
*Launch table
**Big boy launch pad for all sizes
**Like launch table, can not be crafted but has to be built with proper components
*Properly added remaining features of the grenade pistol
*New ammo
**Concussion, finned and nuclear 40mm grenade
**Chlorine gas rocket and rocket propelled chainsaw (!?!?)
*Gerald
**Not functional yet, but a surprise for later
*Block of starmetal
**Yet another surprise tool
*Missile loot crates
**Can be bought from bobmazon
**give you a random missile part with a sick skin
*Meteor ores
**High-gain ores that can only be found in meteors
*Chlorine seal
**Upgraded version of the chlorine vent that uses less laggy blocks
*Rosenberg pest control box functionality
**When switched on, will kill all enemy mobs in a certain radius
**Uses safe sonic technology, no radiation or magic involved
*Ballistite
**Much cheaper alternative for cordite that can be used for many lower-level ammo recipes
*Cable switch
**Manually switchable cable block
Changed:
*Updated textures
**Batteries
**Transformers
**Barrels
**Metal crates
*Missiles now use the experimental contrail particle
**Actual particle that is way more performant and despawns when unloading
*GUI screens like the template folder won't pause the singleplayer game anymore
*The hidden obj tester block was made craftable and now uses the soyuz model (a surprise tool we need later)
*Updated missile launch sound to something less crappy
*Nerved loot chests, meteors and glitch
*Improved contrail particle to be more dynamic
*Improved multicloud renderer for more diversity in particle cloudlets
*Chemplant now releases steam from the chimney when operating
*Scaffolds, steel beams and tape recorders now use revolutionary no-lag technology, making relay towers bearable
**Same technology will soon come to most other decorative blocks
*Updated tape recorder model and texture
*Pylon wires now visibly bend as if hanging down loosely instead of being one straight line
*Updated canister and gas tank textures
*Removed all high-power weapons from supply crate pool
*Slightly updated euphemium MG bullet texture
*Fixed fallout effect turning too much coal into diamond
*Reverted panzerschreck viewmodel to default position
**Sneaking will cause the player to hold it in front of him, reverting this change
**Grenade pistol also supports this feature, making them the first weapons to use iron sights
*All antimatter bombs (including BF warhead, excluding custom nuke) now use a fresh new explosion algorithm that is fast and spawns infinite fire
*Meteors now have their own ore pools instead of using all available ores
*Smoothed reinforced stone texture
*The sat dock now uses dummy blocks for better collisions
*Made chainsaw recipe sensible
Fixed:
*Fixed potential 0-division crash for fallout entities
*Fixed boats creating boxcar death message
*Fixed memory-leaks and frame drops for certain clients
*Infinite fuel tank can't fill up non types anymore
*Removed unused palette of hazmat blocks
*Decreased default meteor spawn rate even further
*Fixed bug where guns break after attempting to reload 0 bullets
*Fixed bobmazon not deducting the correct amount of caps in most cases
*Removed logspam caused by using gun repair tools
*Fixed reactor controller crashing when connected to a dead reactor
*Fixed chemplant's shift-click behavior being garbage, now it' meh
Added:
*Bobmazon
**4 different delivery catalogs
**Items can be bought with bottle caps
*Bobmazon achievements
**Tech progression achievements that unlock bobmazon offers
Changed:
*Updated textures
**Batteries
**Transformers
**Barrels
**Metal crates
*Missiles now use the experimental contrail particle
**Actual particle that is way more performant and despawns when unloading
*GUI screens like the template folder won't pause the singleplayer game anymore
Fixed:
*Fixed potential 0-division crash for fallout entities
*Fixed boats creating boxcar death message
*Fixed memory-leaks and frame drops for certain clients
Added:
*Geyser structures
**Randomly generated structures with geyser blocks
*Water geyser block
**Randomly spawns a large fountain of water
*Poison geyser block
**Spawns a volley of agent orange clouds
*Vapor geyser
**Small steam clouds that heal the player
*Geothermal generator
**Will produce power when placed on top of a geyser block
**Also works with lava, but it randomly solidifies
*Mini RTG
**Small RTG without GUI
**Easier to relocate, no assembly necessary!
*Compressed stone
**Cheap, blast resistant block
*Added extended logging config option
**Things like grenades, missiles and nuclear explosions can now be logged
*Concrete brick variations
**Bricks can now be mossy, cracked and broken
**Structures will spawn with random brick types
*Lead apple
**Comes in three different strengths
**Extra crunchy
*Added hardcore taint config
*Config to make the nether permanently radioactive
**0.1 RAD/s by default
*Twinkie
**Ancient food, commonly found in abandoned structures
Changed:
*Alloy furnace is now called blast furnace
*Blast furnace texture updated
*Vault and blast doors can now be toggled via redstone
*Changed nuclear waste texture
*Updated base of centrifuge texture
*Vault door frames are now made from concrete
*The fallout effect is now slower but more accurate
*Concrete is now made with the chemical plant
*Common nuclear blocks like dead grass and trinitite will no longer tick
**Improves server performance, but they no longer create ambient radiation
**Crater radiation now relies on the RADs from the actual explosion and the sellafite
*Rebalanced assembler recipes to make e-presses more viable
*Updated locksmith table texture and recipe
*Removed broken lead box functionality
*Fixed ZOMG status messages being broadcast to all players
*Cosmetics are now permanently fixed to players, items are no longer necessary
*Removed player specific cloak items
*New texture and model for assembly machine
*Updated texture, model and animation for chemical plant
*Update slots now have a small info panel with information about accepted upgrades
*Changed texture of templates, the template folder and the folder GUI
*Updated electric pole texture
*Improved burner press texture
*Removed broken functionality from the FM blocks
*Templates will now show their recipe type when LSHIFT is held
*Changed deco block texture
*Reinforced lamp texture is now brighter
Fixed:
*Fixed 20 gauge slug box giving flechettes instead
*Fixed quad shell recipe using mostly old 12 gauge shells
*Fixed thorium fuel rods not depleting in small reactor
*Fixed dynospheres not properly charging
*Fixed uranium block being uncraftable
*Fixed locked containers being accessible via hopper IO system
*Fixed T45 having no rad resistance
Added:
*44 magmun boat functionality
**Drops a boat
*AMS replacement blocks
**Don't work yet
**Dysfunctional
**Work in progress
**Do not function as of now
**Functionality pending
**Please
**For
**God's
**Sake
**Read
**This
**Dammit
**These blocks do not work
**They don't work
**No matter how much you ask
*Arc furnace
**Highly improved electric furnace
**Requires electrodes
*Karl
**Only takes HE, IF and privet 84mm rockets
*Panzerschreck
**Improved Carl Gustav
**Has a fancy shield
**Hey
**Did you know?
**The new AMS blocks?
**They don't work.
**Just in case you forgot.
**Got it?
**Good.
*Strong EMP missile
**Lingering EMP effect drains machines
**Does not scrap blocks
*Smooth concrete
**Like concrete but smooth
*Compound brick
**Highly reinforced brick variant
*AmGen
**Generates little power from chunk radiation
*Electrode
**Required for arc furnace to function
**Regular variant breaks after some time, desh lasts forever
*Big iron
**Uses new .50AE bullets
*Desh bullet
**.357bullet that works with every revovler
*Lignite
**Coal but in brown!
**Can be pulverized and briquett-ified
*Coke
**Twice as durable as coal
Changed:
*Redid UV unwrap for reactor, press and radgen
*New textures for presses, reactor and radgen
*Rebalanced reinforced block blast protection
*I think you've forgotten that the new AMS blocks are not functional, so I am here to remind you
*Updated battery textures
*Added alternate motor recipe
*Motor recipe now yields two items
*Made ring coils easier to craft
Fixed:
*Fixed thorium dust being smelted into more dust
*Fixed reload sound being played per bullet for full mag reloads
*Attempt at fixing the crash caused by black holes and rubble in general
*Fixed reload sounds not being played when mag isn't fully filled
*Fixed alloy furnace gauge breaking all the time
*Fixed shredder sending packets from the client to itself, causing severe logspam
*Fixed people forgetting about how certain features are simply not finished because this is, in fact, a beta version
Added:
*Potato battery block
**Low-tier energy storage with 10k HE
*Privet rocket
**Small nuclear 84mm rocket for carl gustav
*Nuclear fog
**Cloud particles that spawn in high-radiation chunks
**Spawn frequency and radiation threshold are configurable
*More config options
**Speed of mk4 explosions
**Speed of fallout spread
**Fallout thunderstorm (fallout can now cause thunderstorms)
**Fallout thunderstorm radiation (thunderstorms can be radioactive!)
Changed:
*Lowered radiation levels from nuclear explosions
*Updated all battery block textures with sprites so thoughtfully provided by our overlord Hoboy
*Config has been updated and regrouped, please delete the file before using this version!
Fixed:
*Removed more logspam
*Fixed savedatas having null worlds which can crash under very specific circustances
Added:
*Lead poisoning
**Rare effect cause by bullets and more commonly by DU ammo
*Cargo pad
**Allows cargo rockets to return resources to earth
*Asteroid mining ship
**Satellite that will send a cargo ship back to earth every 10 minutes
**Will automatically unload it's inventory contents into adjecent chests
*Added cataclysm mode
**Config option that will spawn a crashing satellite every time a mob dies
*Gun repair kits
**Repair all updated guns in the hotbar
*Electric press
**Like the press but electric!
**Does not need warmup time
*Grenade pistol
**Allows the use of 40mm grenades
*New guns now have an extended HUD
**Displays current ammo type as well as mag
**Also has a little durability indicator
*Security armor
**Armor made from kevlar compound
Changed:
*Updated nuclear missile texture
*Replaced MIRV missile with hydrogen bomb
*Reverted dud shade back to dark grey
*Vault door now has an asohalt-brick-esque frame
*replaced gunpowder in assembly recipes with cordite
*Updated missile launch pad model
*Changed recipe for the MIRV arhead which is now a regular thermonuclear one
*Added thorium to the world generator
*New ammo types now have a proper description
*debug config option now enables "fun" variables in gun descriptions
*Added recipe that allows for any old ammo to be converted into the usable one
*Updated some bullet textures
*Nuke fallout now uses a new system that is a lot more precise, effective and even faster
*Most conventional weapons have been migrated to the new system
**Allows for different ammo types, reloading and better durability function
*Added reload sounds
*Changed rocket launcher sound
*Relaced rare earth fragment eyesore textures with prismarine shard recolors
*Renamed radio and FM transmitter
**These will be repurposed with different features somewhen in the future
*Modified tilt in the gun models
*Uboinik and nightmare guns now display the ammo count correctly based on the mag
*Shredder can now shred wool back into string
Fixed:
*Fixed most radioactive items not being radioactive
*Fixed hot waste items not being radioactive
*Removed all System.out.println calls to reduce logspam
*Dungeon chests will now have the new ammo types
*Fixed industrial oil coal liquefaction producing as much oil as it requires
Added:
*Radiation absorbers
**Decrease chunk radiation every second
**4 different strengths
*Thorium blocks
**Mineral block and ore
*Spent fuel pool drum
**Used to cool hot depleted fuel
**Needs adjecent water blocks to function
*Th232 and U233 rods and nuggets
*Hot depleted fuel
**Comes drom depleted fuel elements instead of the cool versions
**Need to be cooled down before further processing
*Miniguns
**Come in three different flavors
*Cordite
**Used instead of black powder in bullet cecipes
*Folly
**Not yet fully functional
**Portable 128mm cannon
*Recycled materials
**Currently unobtainable
*Added support for custom crosshairs
**Few guns currently use it
*Decontaminator
**Standing on it will remove 10 RAD/s
Changed:
*Updated dud texture
*Improved other mod's pipe compatibility with centrifuges
*Updated shotgun shell textures
*Updated wand textures
*Updated large shredder model
*Steel revolver now uses the experimental new gun system and is currently defective
*Bolt-action rifle now has a laser pointer
*Bullets now have a random tilt in their model
*Updated contamination and rad-x potion textures
*Replaced rocket launcher's AT4 model with a carl gustav RR
*Reduced relief in centrifuge GUI texture
*Added temporary agent orange volley as m-grenade effect
*Weapons now use the modernized ammo items (with more types in the future)
Fixed:
*Fixed bullets overriding armor when shot in rapid succession
*Fixed player radiation not resetting upon death
*Fixed SSP bug where using the scroll wheel in an un-linked control block will crash the game
*Fixed reactor steam gauge resetting to NONE instead of STEAM
*Fixed falling satellite texture saying "mannulus" instead of "crapula"
*Fixed turrets forgetting the whitelist and turning on their owners
*Capped lower bound of entity radiation at 0
*Shredder blades now take damage per operation instead of per tick, solving the meta-overflow issue
*Changed teleporter damage from Float.POSITIVE_INFINITY to 10k
This release contains the GH releases 3000 and 3000B
Added:
*New barbed wires
**Burning
**Poisoned
**Acidic
**Withered
**Ultradeath
*N45 naval mine now has functionality
*Bullet assemblies
**Makes bullets harder to craft
*Bullet stamps
**Bullets are now made using the press (an electric one will come soon!)
*Added reactor remote control block
**Works with small and large reactors
*Added vault 99 texture
*Reactor inserter and ejector
**Allows the large reactor to automatically load/unload fuel
*Depleted fuel items
**Each fuel type now has it's own nuclear waste item
*Dead man's detonator
**Detonator that triggers when the item is dropped
*Dead man's charge
**Explosive that triggers when the item is dropped
*Thorium
**Th232 and fuel
**Currently uncraftable
*U233
**Will be used in combination with thorium in the future
Changed:
*Updated textures
**Breeding reactor
**Nuclear furnace
**RTG furnace
**RTG
**Combustion generator
**Fusion heater
**Large reactor parts
*Breeding reactor now has an orientation and an on-state
*Updated bullet textures
*Reduced saturation of centrifuge bodies
*Changed press frame texture
*Re-added large nuclear reactor
**It's now 200x better (trust me)
*Added exception catching to prevent spontaneous crashes concerning the missile packet
*Buffed turbines
**Significantly larger internal tanks
**Works a lot faster
**Fluid output rate is now 10Hz (.5 times per tick)
*Updated rad-x texture
*Updated nuclear reactor structure created with the wand
*Higher tier hazmat kits now have textures and names
*Reduced radiation given off by items
Fixed:
*Fixed fallout persisting for too long
*Fixed reactor rods and on-state not saving
*Fixed steam tank not saving
*Removed unnecessary packet spam following every mous imput, causing the controller shutdown to malfunction
*Also removed pointless console spam in X3000
This release contains the GH releases 2968 and 2981
Added:
*Fluid pipes
**Pre-identified universal pipes
*Desaturated redstone
**Made from shredded SU batteries
**Can be crafted back into redstone
*Custom nuke fall upgrade
**Instead of exploding right away, the cutom nuke drops
*New radiation system
**Instead of fixed AoE radiation, radiation is now chunk specific
**Radiation lingers and spreads over time
*Rad-X
**Gives player extra RAD-resistance
*New radaway flavors
*S~Cola RAD
**now with more radiation
*Placable geiger counter
**Ticks like the handheld version
**Interacting will also display exact values
*Key imitation kit
**Allows counterfeit keys to be made
**Counterfeit keys can not be changed or copied
*Force field generator
**Creates a field that will reflect all entities
**Only players may pass
**Can be upgraded with special stackable upgrades
*Large shredder (recycler)
**WIP, the model is crooked with the wrong texture
*Different skins for pip revolver
*Higher-tier hazmat kits
**Have no texture as of now
*Added classic siren track
**Same track as ic2 nuclear control's siren, but with a better loop
Changed:
*Geiger counter now measures chunk radiation instead of nearby blocks
*Geiger counter now adds a HUD bar that displays current player contamination
*Geiger counter can be clicked on, showing current player and chunk radiation
*Radaway now removes some of the player's RADs instead of the radiation sickness effect
*Radiation sickness is now called "contamination"
*Contamination effect slowly increases player's RADs over time
*Radioactive blocks will now give off radiation to the chunk
*Bombers now have more sounds
**Sound loop when flying
**Special sounds when shot down & crashing
*turbine and shrapnel smoke FX now linger for a shorter duration, making trails more aesthetically pleasing
*Pills noww have a consumtion time of 10 ticks (.5 seconds)
*Pills can now be consumed in creative
*Consuming fallout-esque drinks will now add to the radiation counter
*All entities now use the proper moving methods
*The pear skin of the B29 is now lighter
*The mint skin of the Do17 now has a different decal
*Adjusted radiation output of small reactors
*The bomber remote now has unobtainable testing types (meta 5-7)
*Removed large reactor recipes
*Removed large reactor from creative inv
*Glowing mushs will now spread even if mycelium spread is disabled
*Kits may give different hazmat tiers, depending on contents
*Added hazmat kit to loot table
*Press now needs furnace instead of redstone in crafting
*Renamed steam press to burner press
*Bunkers and power plants now spawn geiger counter blocks
Fixed:
*Analyzer now shouldn't crash servers anymore
*MK4 spamming the radiation values
*Fixed mining drill crashing when blocks with null drops are mined
*Press, coalgen and boiler now leave container items behind (eg bucket for lava)
Added:
*Gas centrifuge
**Accepts fluids like UF6, PuF6 and lava
**Output is based on weighted chance, rather than static ratios
*Centrifuges now have a proper looped sound
*Added more transformer types
**Default transformer is now DNT 20Hz
**Added 10k-1Hz, 10k-20Hz and DNT 1Hz variants
*Analyzer
**Item that will display information about a block/TE
**Shows stats like fluid tanks and electricity
*Added randomly spawning safes
**Different lock tiers with different loot
*Boiler
**Used to create steam and hot oil
**Goes up to 500°C, powered by coal
*Electric boiler
**Electric variant that heats fluids to 800°C
*Dense steam
**Heated steam
*Super dense steam
**Even hotter steam
*Steam turbine
**Generares electricity by turning steam into water
**Also accepts dense steam, turns into regular steam
**As well as super dense steam -> dense steam
*Hazmat kit
**Kit that displaces current armor with basic hazmat gear
Changed:
*Updated texture and model of hexafluoride tanks
*Removed centrifuge recipes for hexafluorides in favor of the gascent
*Re-adjusted centrifuge assembly recipe
*Fixed and tidied-up the gas flare model and texture
*Updated textures for basic missile parts
*Updated texture for plan C
*Removed assembly recipe for HE/TF converters, re-enabled a variation of the old recipe
*Added new rules to energy distribution:
**TEs won't transmit to themselves
**TEs won't transmit to other TEs that are full
**TEs won't transmit to TEs if both parties are transformers with the same frequency
*Refineries now use hot oil instead of regular crude oil
*Refineries now require very little power to operate
*Coal generator now has a timer that shows how many seconds of burn time are left (hover over flame to show)
*Fluid sources will not try to transfer to full tanks
*Small nuclear reactor now outputs steam instead of power
**Steam density can be changed with a shift stick
*Added info panels to factories
*Bombers now drop bombs with a whistling noise
*Carpet bombing is now more carpet-y
*Bombs now have a louder custom sound
*Napalm bombs now have a larger fire radius and an additional ignition one
*Napalm bombs now have a fire burst particle effect
Fixed:
*Fixed calamity not consuming right ammo type
*Fixed centrifuge progress bar freezing
*Fixed crash when placing a renamed coalgen
*Fixed packet transfer breaking up when block state changes (coalgen, electric furnace)
This release contains the GH releases 2922 and 2936
Added:
*Wrench
**Melee weapon with proper knockback
*Wrench with blade
**Wrench with a knife duct taped onto it
*Market Gardener
**Shovel that does extra damage when used while falling
*Brimstone
**Not functional yet, I'm working on it
*Burning FOEQ
**Satellite that is burning up in the atmosphere
**Does not spawn yet, will be used for unique event, much like a super rare meteorite
*New siren tracks
**Nostromo self-destruct
**Classic siren (IC2 NC had this one in an older version)
**EAS alarm
**Air raid siren
*New padlocks
**Rusty padlock (100% pick chance)
**Reinforced padlock (2% pick chance)
**Unbreakable padlock (can not be lockpicked)
**Standard lock remains at 10%
*Jetpack tank
**Will fill the currently worn jetpack with 1000mB of kerosene
*Sunset sarsparilla star cap
**10% chance to replace regular cap
*ayy now has his own cape
*IF grenades
**You'll know it when you see them
*Jolt
**New explosion mechanic, similar to power fists's gigajoule
*Barbed wire
**Functions like cobweb + cactus
*Added two new machine guns
**Because why not, really
Changed:
*Updated multi prupose bomb's texture
*Updated centrifuge's texture and model
*ZOMG grenade now creates less rays
*Turrets will now shoot at bombers
*Changed sarsparilla and cap's texture to match the original more
*Updated bob's cape
*Turret telemetry cards are now less expensive
*The atomic bomb air strike is now exclusively performed by the B-29
*Both new fallout klaxon sounds are now louder
*Grenades can now bounce off surfaces and explode after a few seconds
*Impulse grenade now turns all blocks into falling ones instead of gravel
*Rubble can now have the texture of any block, not just a generic texture for each material
*Rubble now has destruction particles and a proper destruction sound instead of the ear-piercing explosion
*AT mine now has a taller detection field, seeking players sitting in tanks properly
*Sounds for kits, syringes and radaway
*Updated centrifuge icons to resemble new texture
*Relay and power plant structures now use barbed wire instead of web
*Mining drill can now break any block that is not indestructible
*Mining drill recipe changed, it's now cheaper
*Re-adjusted meteor chance
**180 minutes for regular strikes
**10 minutes for showers
Fixed:
*The config now has a fallback in case someone tries to change critical values to 0, preventing crashes
*Fixed typo in vod canteen's description
*Meteors won't crash anymore when trying to pick random ores in combination with certain mods
*Cyclotron now uses the MK3 explosion instead of the depricated MK2
*Fixed mining drill not having proper sound
译文:
[此更新还包括betas 2870、2875、2888、2891和2893四个版本]
2904
新增:
*Selafite
**从无放射性到高放射性
**Selafite核心具有环境辐射
*辐射点
**Selafite火山口
**随机生成
*核废料储罐
**满是Selafite和绿色软泥的混凝土建筑
**也是一个随机生成的建筑,谁会想到呢
*防爆闸门
**高而薄的防爆门
**相邻放置的多个门将同时激活,形成一个大门
**可远程开关
*自定义核弹
**自定义核弹可接受的附加物品,以便于使用
**在描述中有精确的数据
*防辐射布方块
**尚不可合成
**纯粹的装饰
*N45水雷
**水雷
**还不知道该怎么用
**模型放在在方块上和悬空的不一样
*保险箱
**15个物品槽的防爆保险箱
**可上锁
*发卡
**可用于开锁
**需要配合螺丝刀使用
**默认情况下,几率是10%,隐藏的因素可以改变这一点
*防毒面具过滤器
**制作防毒面具所需
**戴防毒面具时使用它可以完全修复
*Vault13水壶
**不会消失的可饮用物品
**有冷却时间
**Vault13水壶可以回复2.5点生命值
**伏特加给人力量和反胃效果
*增加了两项秘密成就
*自定义核弹现在有自己的装备了
改变:
*地雷现在弹坑更深了
*铁制和钢制板条箱现在可以上锁
*初学者工具包现在提供更合适的物品
*所有给玩家提供放射性物品的装备将弹出玩家当前的盔甲并装备危险品
*绿色软泥现在使用新的辐射系统
*FM收音机现在有一个图形用户界面,但仍然不起作用
*电池现在显示它们的充放电速度
*用钢板条箱替换自然生成结构中的几个箱子
*受污染buff效应现在没有粒子效果
*当轰炸机无法成功生成时,空袭指示器现在会发出一声嘘声,而不是浪费它
*战利品表上重新调整的空袭指示器
*codered's斗篷现在都闪闪发光了
**请不要再和我说话了
**我是认真的,在任何情况下都不要联系我
[在此处插入一条不会扰乱格式的黑线]
*轰炸机现在会加载区块,但当它们生成时不起作用
*对于不使用SMP的战斗轰炸机,有一种新的短模式用于轰炸
**短模式现在会使轰炸机离目标更近
修复:
*修复了ZPE发电机即使没有最后一个环段仍能正常工作的问题
*修正了由于错误使用skala函数而导致的AI芯片崩溃的问题
*删除了不必要的skala导入,这可能会导致没有skala的服务器崩溃
2893:
新增:
*智能手榴弹
**仅在一秒钟后爆炸,否则将变成掉落物
*微型MIRV
**一秒钟后分成八枚迷你核弹
*破甲手榴弹
**轻型手榴弹
**和普通的一样强,但爆炸时只有1/10的几率消失
*挖掘手榴弹
**类似于MIRV,但会产生突破性的手榴弹
**手榴弹将向下推进
*污染苦力怕
**当苦力怕碰到污点时产生
**爆炸不会摧毁方块,但会造成污染
**生命值为15,移动速度稍快,30tick起爆时间
*锁匠桌
**类似于卫星ID管理器,但设置密钥和挂锁的pin配置
*挂锁
**允许东西被锁上(目前仅限避难所防爆门)
**需要先设置ID
*钥匙
**如果ID匹配,可以打开上锁的门
*红色钥匙
**万能钥匙
*云残留
**小概率在云雾生成
改变:
*手榴弹套件现在提供所有新发手榴弹
*云残留现在可以在离心机中回收
原文:
[this update also inclused the private betas 2870, 2875, 2888, 2891 and 2893]
2904:
Added:
*Selafite
**Blocks that range from non to very radioactive
**Selafite corium has AoE radiation
*Radiation hotspots
**Craters laced laced with selafite
**Spawn randomly
*Waste storage tower
**Concrete building full of selafite and green ooze
**Also a randomly spawning building, who would have thought
*Sliding blast door
**Tall, thin blast door
**Multiple doors placed next to each other will activate at once, forming a single large door
**Can be locked and triggered remotely
*Custom nuke rods
**Additional items accepted by the custom nuke for easier use
**Rods have their exact stats in the description
*Hazmat cloth block
**Not yet craftable
**Purely decorative
*N45
**Sea mine looking thing
**Not sure what to make of it yet
**Model is based off of whether it's standing on the ground or hovering
*Safe
**Bomb-proof crate with 15 slots
**Lockable
*Bobby pin
**Can be used for lockpicking
**Requires a screwdriver
**Chance is 10% by default, hidden factors can change that
*Gas mask filter
**Required for crafting gas masks
**Using it while wearing a mask will fully repair it
*Canteens
**Drinkable items that do not disappear
**Have cooldown
**V13 canteen regenerates 2.5 hearts
**Fancy flask gives strength and nausea
*Added two secret achievements
*Custom nuke now has it's own kit
Changed:
*AP mines are now a little deeper in the ground
*Iron and stel crates can now be locked
*Starter kits now give more appropriate items
*All kits that give the player radioactive items will eject that player's current armor and put on hazmat gear
*Green ooze now uses new radiation system
*FM radio now has a gui, it still doesn't work though
*Batteries now display their charge/discharge rates
*Replaced a few chests in structures with steel crates
*Tainted heart effect now works without particles
*Airstrike remote will now make a boop sound when the bomber can not successfully spawn, rather than wasting it
*Readjusted airstrikes in loot table
*codered_'s cape is now all sparkly and stuff
**please don't talk to me ever again
**i'm serious, never contact me under any circumstance
[insert a black line here that does not screw up formatting]
*Bombers now load chunks, but it does not work for when they spawn
*To combat bombers not working on SMP, there is a new short mode for bombers in config
**Short mode will spawn bombers much closer to their targets
Fixed:
*Fixed ZPE generator still working even without the final ring segment
*Fixed AI-chip crash because of mistaken use of skala function
*Removed unnecessary skala import which could potentially crash servers without skala
2893:
Added:
*Smart grenade
**Only explodes after a second, will otherwise drop as an item
*MIRV grenade
**Splits into eight grenades after a second
*Breaching grenade
**Light version of the drill grenade
**As strong as a generic one, but only has a 1/10 chance of despawning when it explodes
*Digging grenade
**Similar to MIRV, but spawns breaching grenades
**Grenades will be propelled downwards
*Tainted Creeper
**Created when a creeper touches taint
**Explosion doesn't destroy blocks, but places taint
**15 HP, little faster, 30 ticks fuse time
*Locksmith Table
**Like satlinker, but sets pin configuration of keys and padlocks
*Padlock
**Allows things to be locked (only vault door for now)
**Needs pins to be set first
*Key
**Can open locked doors if the pins match
*Red key
**Lockpick
*Cloud residue item
**Rarely drops from cloud residue
Changed:
*Grenade kit now gives all new grenades
*Cloud residue now drops residue item which can be recycled in a centrifuge
Fixed:
*Fixed orbital strike not firing to the right coords when the sat panel's target is moved with WASD
*Fixed typo in cable drum's description
2891:
Added:
*2 new klaxon siren tracks, ripped from fallout 3
*Animation for the death ray satellite
*Lööps
**basically an entire box of froot loops
*IT breakfast
**froot loops with energy drink as cereal sauce
**grants a few positive potion effects
Changed:
*All jetpacks now need kerosene
*All jetpacks now display their kerosene level in the item description
*Changed vault door speed and sound
**Sounds are now original from fallout 3
**Speed has been adjusted to go along the sound
Fixed:
*Increased render distance for many FW entities such as explosions
*Fixed crash concerning the AI chip when the skala library isn't present
*Fixed T45 displaying power level of 4000% when fully charged
2888:
Added:
*TeleLinker
**Allows to manage telemetry cards and AI-chips
**Options to copy UUIDs from one chip onto another and to delete the settings
*Saturnite
**Cobalt-meteor alloy
*Saturnite UZI
**Both versions
**More damage & fire effect
*Saturnite revolver
*Saturnite rifle
*Tainted heart
**Potion effect
**Equivalent to wearing a hazmat suit
**Applied when taking cloud damage while having taint effect
*Watery taint syringe
**Applies 60 seconds of weak taint effect
*Clooud residue
**Non-dangerous residue of the sierra madre cloud
*Added B-29 models for the airstrike
*Fat Mine
**Nuclear landmine
Changed:
*Nuclear explosions now have explosion sounds in addition to thunder
*Airstrikes are now craftable
*Laser detonator is now craftable
*Meteor dust is now craftable (allows for lategame crafting in worlds without meteors)
*Turret AI and telemetry chips now save player UUIDs instead of an integer frequency
Fixed:
*Dead grass now uses the new rad system
*MK4 now has thunder sounds
2875:
Added
*Landmines
**AP mine, does no terrain damage
**AT mine, does a lot of damage
**Shrapnel mine, fireworks
**AP mines can spawn randomly
*Wirecutter
**used to defuse mines
*Agent orange
**like chlorine, but sinks constantly
**destroys plantlife, solinium effect
**only spawned by bombers
*Laser detonator
**doesn't need to be linked, rather it detonares whatever bomb you're looking at from afar
*Airstrike remote
**Carpet bombing, lots of small explosives
**Napalm, fewer, larger firebombs
**Gas, drops multiple chlorine containers
**Agent orange, bomber releases gas directly which sinks to the ground
**Atomic bomb, self explanatory
**Airstrike items spawn in dungeons
Changed
*Vents won't drop anymore
*Vents are now off by default, use redstone to activate
Fixed
*Fixed smp kick when placing a vent due to missing TE mapping
2870:
Added
*Nuclear charge
**Same behaviour as det cord or det charge, but nuclear
*FM Broadcast Box
**Has a lever that does nothing
**Has an interface that does nothing
**Functionality pending
**For the love of the flying spaghetti monster don't ask me how it works because it doesn't
*FM Radio
**Same as the Broadcast Box
*Damn stylish jacket
*Damn stylish jacket 2: tokyo drift
*Doctor's bag
**Full heal, removes bad potion effects
*Radaway
**Removes radiation
*Super stimpak
**x10 stronger healing effect with drawback
*Gas cloud
**slowly damages gas masks
**bad effects
*The cloud
**corrosive, poisonous gas cloud
**destroys all armor pieces
**hazmat suit offers some protection
*The pink cloud
**deadly gas
**no suit offers any protection
**eats away armor
*Jar of cloud and jar of pink cloud
**Can be thrown, work like gas grenades
*Gas vents
**chlorine vent
**cloud vent
**pink cloud vent
Changed
*Replaced big sword for zombie spawn with geiger counter
*Lightning bolts of mushroom clouds now spawn 200 blocks higher
*Fallout rain now applies radiation to creatures
*Healing items now have an exact description of what they do
*Gas grenades now release gas entities instead of instantaneous effect
*all entities with the multicloud renderer now have a random darkness applied to them
*dangerous particles now slowly sink to the ground and despawn when exposed to rain
Fixed
*Fixed batteries and fuel rod item repair
*Fixed MK4 not despawning for N2-mine
*Fixed nuclear creeper not using new radiation effect
*Fixed excessive exception-throwing when creeper transformes
*Fixed bug where transform chance is 100%
*Fixed model cliping from the M65 mask, adjusted height offset
*Fixed vault door animation not playing when server and client systime don't match
增加:
--添加了避难所防爆门
--可通过右键点击或起爆器打开
--Shift右键可以改变纹理(有6个不同的纹理!)
-全新的小型核反应堆
--换代效果好10倍,看起来很华丽
--如果你还有旧型号的核反应堆,就把它拆掉,它会掉落新版本的核反应堆
-新枪
--UZI
---每秒发射20发子弹(最快!)
--消音UZI
---像普通UZI,但更酷
-召唤器
--向空投召唤器添加了一些新补给箱
---武器、机器、危险品和红色补给箱
--添加多发起爆器
-更多的导弹
--黑洞、Sa326和EMP微型导弹
-饮料
--夕阳沙士
-M65-Z防毒面具
--不那么糟糕的防毒面具模型
-原始MIRV
--辐射3的Mirv原型
--一次发射多枚核弹而不是分裂多弹头
--目前还没有配方,但可以从武器箱中获得
-显示器覆盖
--防毒面具、护目镜、危险品头盔和石棉服
--防毒面具和护目镜耐久度降低时会出现裂缝
-装饰块
--看起来像方块但只掉落一个锭
--结构现在使用它们来减少操作
变化:
-修改了药剂系统
--药剂效果现在应该正确注册,防止服务器崩溃
-换了一些与枪有关的东西
--即使在爆炸期间,BooLET也能对生物造成伤害,使枪变得更强
--使枪更贵
-地牢现在使用更少的装饰块
-防毒面具现在可以减轻辐射的影响
-僵尸和骷髅生成时有可能会装备本mod防毒面具和近战武器
-平衡了战利品表
--减少了金属锭,增加了面包,铁,废料和可乐
--昂贵的战利品箱现在更有趣了
-为避难所防爆门添加声音
-更改了RPG火箭纹理
-更新的RPG剪辑纹理
修复
-修复了SAT不工作在SMP上
-核反应堆固定槽失配
-修复了阿勒浦长木杆在撞击时不会被摧毁的问题
-RPG,毒刺和胖子现在可以在生存模式中再次使用
-头盔和动力装甲现在被怪物穿着时将会正确的渲染
-黑洞将不会吸引创造模式下的玩家
原文:
additions:
--added vault doors
--can be opened by click or detonator
--sneak click will change the texture (6 different textures avalible!)
-replaced small nuclear reactor
--replacement works 10x better and looks gorgeous
--if you still have the old model, just break it, it should drop the new one
-new guns
--UZI
---fires 20 boolets per second (fastest yet!)
--silenced UZI
---like regular UZI but cooler
-remotes
--added some new crates to the crate caller
---weapon, machine, hazmat and red crates
--added multi detonator
-more missiles
--bhole, schrab and emp micro missiles
-Sunset Sarsaparilla
--imitation sunset juice
-M65-Z gas mask
--less crappy gas mask model
-proto MIRV launcher
--MIRV launcher from fallout 3
--shoots multiple nukes at once instead of splitting mirv warhead
--has no recipe as of now, but can be dropped from a weapons crate
-HUD overlays
--for gas masks, goggles, hazmat helmets and asbestos suit
--gas mask and goggle HUD shows cracks as item durability decreases
-deco blocks
--look like mineral blocks but only drop one ingot
--structures now use them to make them less OP
changes:
-reworked the potion system
--potion efects should now be registered correctly, preventing crashes from servers
-changed some gun related stuff
--boolets can now damage creatures even during iframes, making guns a lot stronger
--made guns much more expensive
-dungeons now use less OP deco blocks
-gas masks can now lessen the effect of radiation
-zombies and skeletons can now spawn with gasmasks and NTM melee weapons
-balanced loot tables
--less ingots, added bread, iron, scrap and nuka cola
--expensive loot table is now more interesting
-added sounds for vault door
-changed RPG rocket texture
-updated RPG clip texture
fixes
-fixed sats not working on SMP
-fixed slot mismatch in nuclear reactor
-fixed aschrab grenade not despawning on impact
--fixed sats not working on SMP
--fixed slot mismatch in nuclear reactor
--fixed aschrab grenade not despawning on impact
-RPG, stinger and fatman can now be used again in gm0
-helmets and power armor are now correctly rendered when worn by mobs
-fixed bholes sucking in players in creative mode
译文:
新的爆炸算法
-Mk4进行了一次大修
-爆炸现在需要更少的计算量
-现在按顺序删除方块
-不太粗糙的边缘
-更少的延迟
-重做辐射机制
修复
-修复了损坏的广播会导致服务器的崩溃的bug
-修复了的播音员不能播放负相关
-为星型发动机添加纹理
-修复了服务器上卫星接口崩溃的问题
-修正了补给箱破坏时声音过大的问题
-削弱黑洞对猎人直升机半死状态的伤害
-修复了电池充电时滞后的问题
改进和变化
-增加了卫星地图的WASD移动
-向使用temp文件夹创建的所有项目添加了lore,解释了temp文件夹
-辐射效果现在主要通过新的辐射药剂效果来处理
--将根据级别定期减少生命值,直到达到某一点
--应用随机的短药剂效果,也基于等级
--为生物处理变异
--短时间延迟以避免频繁的死亡循环
-给一些买不到的东西加了合成表
原文:
New explosion algorithm
-Mk4 has received a major overhaul
-Explosion now requires less calculations
-Blocks are now removed in order
-Less coarse edges
-Less lag
-Reactivated radiation (sort of)
Fixes
-Fixed crash regarding corrupted broadcasters
-Fixed broadcasters unable to play in negative corrdinates
-Added texture to the radial engine
-Fixed sat interface crashing on servers
-Fixed overly loud crate break sound
-Nerfed blackhole damage to avioud semi-dead state
-Fixed batteries lagging when (de)charging
Improvements and changes
-Added WASD movement for satellite maps
-Added lore to all items made using temp-folder, explaining the temp-folder
-Radiation effects are now mainly handles via new radiation potion effect
--Will decrease health periodically until a certain point is reached, based on level
--Applies random short potion effects, also based on level
--Handles mutation for mobs
--Gives short delay to avoid keepInventory death-loops
-Added recipes to a few unobtainable item
译文:
卫星类
运载火箭
测绘卫星
-创建当前位置的卫星图像
测量扫描卫星
-矿物资源图
雷达卫星
-显示所有的生物
轨道死光炮
-通过卫星端口,点击界面将创建一个爆炸
中继卫星
-没有什么用,只是为了达成一个成就
X晶体共振卫星
-用于稳定AMS反应堆
卫星ID管理器
-可以随机并复制卫星频率
卫星ID芯片
-可以存储卫星的频率
卫星操作接口
-可以访问链接卫星的功能
所有卫星都有装饰块版本,看起来非常棒
重组的创造模式标签(更好的排序,现在有8个!)
增加了蒸汽电池,它们的放电速度比充电快20倍,比先进的电池拥有更多的能量
增加了一些额外的电池组
原文:
Satellites and stuff
Carrier rocket
Mapping Satellite
Creates satellite image of the current position
Survey Scanner
Crates resource map
Radar Satellite
Shows all larger entities
Death Ray
Displays map, clicking on the interface will create an explosion
Relay
Does nothing, it's just for an achievement
Xenium Resonator
Required to operate the AMS reactor
SatLink device
Can randomize ans copy satellite frequency
Sat ID-chip
Can store a satellite's frequency
Satellite Control Interface
Can access functionality of linked satellites
All satellites have deco block versions of them which look absolutely fabulous
Restructured creative tabs (better sorting, there are now eight of them!)
Added steam battieries, they discharge 20x faster than they charge and hold more power than advanced batteries
Added some additional battery blocks
Added the prototype
Doesn't use bomb-specific items
However, it needs rods and cells
4x Schrabidium trisulfide, 4x Uranium Fuel Rod, 4x Lead Rod, 2x Neptunium Fuel Rod
Can also be directly ignited by the igniter item (only works with direct right click)
Added Schrabidium armor and tools
Every piece of armor gives 1-3 potion effects
If the damage is lower than 20, you get no damage
If the damage is higher than 20, you get only 2-4 damage
Added burned out Schrandidium Rod
Added a new element to the periodic table
All bombs are now 10 times harder to craft
添加原型
无需使用炸弹专用的物品
然而,它需要燃料棒和电池
4x Schrabidium trisulfide, 4x 铀燃料棒, 4x 铅棒, 2x 镎燃料棒
也可以直接被点火器物品点燃(直接右键才有用)
添加Schrabidium装备和工具
每部分装备提供1-3种药水效果
低于20的伤害不会受伤
高于20的伤害只会受到2-4点伤害
添加枯竭的Schrabidium棒
为元素周期表添加一种新元素
所有炸弹现在都以10倍难度来合成
Syringes
Can be crafted into antidote
right clicking the antidote will remove all potion effects
Can also be crafted into AWESOME
AWESOME lasts 50 seconds and gives effects simular to a schrabidium apple
Bugfixes
Fixed the doors of the radio station
Also added signs
Fixed revolvers to harm other players
New electricity related blocks
Coal generator
Needs coal and water to produce energy
Battery
Can store huge ammounts of power and releases it if it's powered by redstone
Battery items
Four new batteries which can store some energy
Default battery can be crafted with redstone and iron plates
Advanced battery is made out of sulfur and lead dust
Schrabidium battery contains schrabidium and neptunium dust
The infinite battery is creative-only and never runs out of power
The power network is more efficient now, more improvements to come.
注射器
可以合成解药
右键解药可以清除所有药水效果
也可以合成AWESOME
AWESOME可以给予50秒跟schrabidium苹果一样的药水效果
Bug修复
修复广播站的门
同时添加告示牌
左轮手枪可以伤害其他玩家了
新的有关电力的方块
煤炭发电机
需要煤炭和水产生能量
电池
可以储存巨大能量且可以被红石信号充能释放能量
电池物品
可以储存能量的四种新电池
电池默认可以被红石和铁板合成
高级电池由硫粉和铅粉合成
Schrabidium电池由schrabidium粉和镎粉合成
无限电池为创造物品且拥有无限能量
能源网络现在效率更高了,更多的改善即将到来.
Added the deuterium extractor
Uses power to seperate hydrogen isotopes
Needs water, sulfur and empty cells in order to work
Deuterium cells
Used to craft Ivy Mike's deuterium tank
Bugfixing
Schrabidium Apples
Come in three different variants, crafted like a golden apple
Light apple is crafted with schrabidium nuggets
Medium with ingots
Strong with blocks
Added new experimental feature to the test block
New grenades
Schrabidium all in one grenade combines the properties of all other grenades except the drill
Mark VI drill grenade digs a giant hole into the ground
添加氘提取器
使用能量来分离氢同位素
需要水,硫和空元件才能发挥作用
氘元件
用于制作常春藤迈克的氘罐
修复bug
Schrabidium苹果
有三种不同的款式,像金苹果一样合成
小型的苹果由Schrabidium粒合成
中型的由锭合成
大型的由块合成
随方块变强
对测试方块增加更多特性
新型手雷
Schrabidium手雷结合了除钻头以外的所有其他手雷的特性
钻地手雷MarkVI可以在地上挖一个巨大的洞
New Grenades
Lightning grenade spawns a single lighning on impact
Poison grenade contaminates a small area
Gas grenade gives all mobs in a small radius bad potion effects
Flare grenade creates the ender dragon death effect
Bugfixing
Rebalanced the spawning of radio stations
Fixed revolvers, they now work in gm0
Fixed revolvers, they now work in SMP
Revolvers still can't hurt other players. dunno.
Registered some missing tile entities. This does not affect the gameplay, but it will make technical things work better and decreases the ammount of spontaneous crashes
新型手雷
闪电手雷会制造一次雷击
毒药手雷会制造一小片区域的污染物
毒气手雷会给予小半径所有的怪物负面药水buff
闪光手雷会制造末影龙死亡的效果
修复bug
重新平衡广播站的生成
左轮手枪现在可以在生存模式下使用
左轮手枪现在可以在多人模式下使用
左轮手枪仍旧不能伤害其他玩家,不知道为什么
注册一些丢失的方块实体,不影响游玩,但会让一些技术性问题更好工作及减少大量的自发性崩溃
(Version 1.0.9 was skipped, it wasn't finished and only used for testing, same goes for 1.0.8A)
World Generator
Added abandoned radio stations
Custom chest loot
Only generate in plain biome
Old Radio Antenna
Has one chest with loot
Generates in plaines, deserts, forests, mountaines, etc
New Blocks
Radio station themed Blocks (not craftable yet)
Schrabidium block
Revolvers
Come in four different tiers
Simple: Does 5 - 15 damage
Enhanced: 15 - 25 damage
Golden: 25 - 35 damage
Schrabidium: Depending, if the target is a Living entity, it will set it's health to 0. If it's like a minecart or a item frame, it does 10000 - 100000 damage
Fixed bug that sulfur ore won't spawn
Rebalenced reactors
Can now hold 10 times the power and the heat
Can now store 10 times more water and coolant. You know what, let's make it 100x.
Water and coolant cells not contain 100x the fluid (which makes the reactor just drain it's fluids slower)
Rods now last 100 times longer
(1.0.9版本跳过了,它没有完成且仅用于测试,跟1.0.8A一样)
世界生成
添加废弃的广播站
自定义箱子宝物
仅生成在平原生物群系
老旧的收音机天线
有一个带宝物的箱子
生成在平原,沙漠,雨林,高山等生物群系
新方块
广播站主题方块(还不能合成)
Schrabidium方块
左轮手枪
拥有4种不同的等级
简单:造成5-15点伤害
强化:15-20点伤害
金制:25-35点伤害
Schrabidium制:取决于它的目标,如果目标是一个生物实体,会将它的血量降至0,如果像矿车或物品框,它会造成10000-100000点伤害
修复硫矿不生成的bug
重新平衡反应堆
现在可以承受10倍的能量和热量
现在可以储存10倍的水和冷却液,你知道吗,让它储存100倍
水喝冷却液元件不会储存100倍的液体(使反应堆吸收液体的速度更慢)
燃料棒燃烧时间延长100倍
Version 1.0.8 is finally fully (more or less) server compatible!
Removed mushroom cloud due to technical limitations
Added test armor
Changed the render so the armor wouldn't crash the server
Added F.L.E.I.J.A.
Added two new kits
Commercially Kit contains various cells, reactors and furnaces
F.L.E.I.J.A. Kit comes with the bomb itself and it's components
Added test missile box
Spawns an explosive rocket
Targets automaticly x (rocketbox) + 150
More changes, improovements and types to come!
1.0.8版本终于完全(或多或少)兼容服务器
因为技术限制移除蘑菇云
添加测试装备
更改了渲染使装备不会使服务器崩溃
添加F.L.E.I.J.A
添加两个新套件
有利的套件包含几种电池,反应堆和熔炉
F.L.E.I.J.A套件及炸弹本身与组件
添加测试导弹箱
生成一个爆炸性的火箭
目标自动为x坐标(导弹箱)+150
更多更改,改善和种类即将到来
Added crafting recipes for water cells, coolant cells and fuel cells
Endothermic and Exothermic bombs
Cools or heats the surrounding area
Levitation bomb
Lifts blocks 50 meters up
Changes some crafting recipes
Circuits
Come in five different tiers, made with new wires
Multi Purpose Bomb: Scrambled Mode
Allows to only use one item (for half the effect)
It is also possible to mix some items for different effects
Rebalanced some radii
为水元件,冷却元件和燃料元件添加合成配方
吸热和放热炸弹
冷却或加热地区
悬浮炸弹
将方块升到50米高
更改一些合成配方
电路
五种不同等级,由新线缆做成
多目标炸弹:加扰模式
允许使用一个物品(一半效果)
混入不同物品可以有不同效果
重新平衡一些半径
Added Nuclear Reactor
Generates Energy
Needs Water to generate energy and coolant to keep heat levels down
Can be connected via red copper ports
Electric Furnace
Uses electric power to smelt items
can be connected via red copper ports
Coated Red Copper Wire
Transfers energy
Power split not finished yet, furnaces only get charged one at a time
Grenades
Five new types of grenades
Generic, big, frag, fire frag and cluster
More types to come!
Craftable
添加核反应堆
产生能量
需要水产生能量和冷却热量
可以通过红铜端口连接
电力熔炉
使用电力来熔炼物品
可以通过红铜端口连接
涂层红铜线缆
传输能量
电力分流还未完成时熔炉只能充电一次
手雷
五种新型手雷
通用,大,碎片,火碎片和簇
更多种类即将到来
可以合成
Added multiple fuel rods (dual and quad)
New nuclear powered furnaces
Nuclear furnace uses radioactive elements to smelt items crazy fast
RTG furnace uses 3 RTG Pellets as fuel, those pellets last for ever!
New crafting items (copper plates, RTG unit)
添加多重燃料棒(双重和四重)
新的核动力熔炉
核燃料使用辐射性元素来达到疯狂的燃烧速率
RTG熔炉使用3个RTG靶丸当做燃料,靶丸会一直燃烧
新的可合成物品(铜板,RTG单元)
First Public Release (1.0.1):
World Gen with ores
Crafting recipes for ingots and parts
Different nukes
Machines (alloy furnaces, centrifuges, breeding reactors)
Procedural explosion algorythm which reduce lag when detonating nukes
Other types of explosives
首个公开版本发布(1.0.1)
世界矿物生成
部分物品和金属锭的合成配方
不同的核弹
机器(合金炉,离心机,增殖反应堆)
爆炸程序算法减少了引爆核武器时的滞后现象
其它种类的爆炸
译文
方块
腐败广播
在你的世界里随机生成
发出世上最烦人的声音
使你的大脑爆炸
Solinium炸弹
很像F.L.E.I.J.A,但只会杀死/毁灭生物
N2地雷
非核弹
基本上是没有放射性尘埃的核弹
Cheapo炮塔
廉价的加特林炮塔
旋转范围较小
CEL PRIME
大功率激光
还不能工作,但是有一个漂亮的gui
星型发动机
很像柴油机,但能燃烧更多的燃料
活塞单独制作
赞美月亮
项目
闪光斧
很像闪闪发光的雪橇,但是除了伤害增加了两点
一次破坏三个方块而不产生掉落物
更多的警笛声
有些听起来还不错
马铃薯电池
蔬菜制作的一次性电池
马铃薯OS
当玩家持有时会说话的人工智能伙伴
其他的东西
更多毫无意义和神秘的成就
雷达天线的功能和结构
更多食物
一些机器上的信息面板
将鼠标悬停在它们上方以获取其他信息
修正了当入口漏斗靠近一个箱子但配方不需要任何物品时,化工厂会使游戏崩溃的bug
更无用和可笑的电池
锻压机和合金炉只检查项目的矿石辞典,而不检查项目堆栈(没有元数据意识)
导弹和炸弹现在需要军用级电路
更新了许多炸弹纹理,看起来不那么糟糕
清理了炸弹网(我三年前做了大部分,差不多是时候了)
增加稀土碎片落掉率
调整并添加了一些配方(desh现在只需要一堆混合物)
可能是我忘了很多事情,你会明白的
原文:Blocks
Corrupted broadcaster
Spawns randomly in your world
Emits the most annoying sound in existence
Makes your head explode
Solinium bomb
Much like a FLEIJA, but only kills/destroys living things
N2 Mine
Non-nuclear bomb
Basically a nuke without fallout
Cheapo Turret
A cheap gatling turret
Has a smaller swivel range
CEL PRIME
Big hecking laser
Does not work yet but has a fancy CMD gui
Radial engine
Much like a diesel engine but can burn more fuels
Pistons sold seperatly
Praise the moon
Items
Shimmer axe
Much like shimmer sledge but divides enemy's HP by 2 in addition to all the damage
Breaks three blocks at once without creating a projectile
More siren tracks
Some of them even sound decent
Potato battery
SU battery made from vegetables
PotatOS
Snarky AI companion that talks when held by the player
Other stuff
More pointless and cryptic achievements
Functionality and texture for the RadGen
more recipes
Info panels in some of the machines
Hover over them to get additional information
Fixed chemplant crashing the game when the intake funnel is next to a chest but the recipe doesn't require any items
More useless and ridiculous batteries
Fixed press and alloy furnace checking the ore dict only for the item and not the itemstack (no metadata awareness)
Military grade circuits are now required for missiles and bombs
Updated many bomb textures to look less crappy
Cleaned up bomb meshes (I made most of them three years ago, it was about time)
Increased rare earth fragment drop rate
Adjusted and added some recipes (desh now only needs one pile of blend)
Probably a metric crapton of things I forgot, you'll figure that out
AMS反应堆
-现在已经实现功能
-仍然需要调整
-防止因为靠的太近而着火死亡的防生化服还没有放进来
武器
-B92
-发射出会爆炸的能量束的爆能手枪
-可以充能最多十次
-充能可以被外附电池储存,进而可以变为一个定时炸弹
-FIM-92 毒刺
-射出追踪的导弹
-CWIS (炮台)
-射线式的机枪
-只会锁定导弹
-我现在还没有取名的新炮台
-功能已经齐全
-仍然没有材质或合成配方
-手动目标指向器
-可以在GUI中使用按钮设定x轴与轴坐标
爆炸算法MK4
-仍在进行测试
-新的爆炸抵抗算法目前只在U238M2与核能手雷中使用
-很快,所有其他的核弹也会使用此算法
喷气背包
-按住shift以使用
-喷射背包
-提供有冷却的,短暂的向上推力
-喷气背包
-持续的飞行
-悬降背包
-减缓降落,避免摔落伤害
-有向喷气背包
-类似喷气背包,但推力会随玩家的朝向而具有一定方向
球催化器
-现在具有了功能
-提供制造Sa(自造元素)、Ep(自造元素)、和双聚中子态素的配方
AMS
Is now mostly functional
Still requires tweaking
Hazmat suit that prevents death wehn too close is not implemented yet
Weapons
B92
Energy blaster that shoots explosive discharges
Can be charged up to 10 times
Charge can be stored in external battery which can be turned into a time bomb
FIM-92 Stinger
Shoots homing missiles
CWIS
Ray-based machine gun
Only locks onto missiles
New turret I have no name for right now
Functionally complete
Still has no texture or recipe
Manual target desingator
Allows to set X and Z coords with buttons
Explosion algorithm MK4
Still being tested
New resistance-aware algorithm is only being used for U238M2 and nuka grenade
All other nukes will use this soon
Jetpacks
Triggered by pressing shift
Boostpack
Grants short upwards boost with cooldown
Jetpack
Continuous flight
Breakpack
Slows falls, prevents damage
Vectored jetpack
Like jetpack, but boost is applied based on player's rotation
Dynospheres
Are now functional
Recipes to make schrabidium, euphemium and DNT
Blocks
Radar station
Needs power
Displays nearby missiles on screen
Has a range of 1000 blocks in all directions
Different icons for different missile sizes
Outputs redstone signal based on proximity
Centrifuge
Now uses electricity instead of coal
Fixes for fuel rods and watz fuel pellets
Grenades can now be thrown by dispensers
新方块
一个未完成的引擎,将核废料转化为能量
一个目前还未命名的炮塔
配备使用VT引信弹药的防空炮塔(未实现)
新物品
为大栓和杠杆式步枪准备的弹药盒
弹药箱
为玩家背包中的每种枪械补充一点弹药
修复了炼油厂的合成表
绝缘子合成的小改动
导弹现在可以被拦截摧毁了,炮塔也可以瞄准导弹
原文:
New blocks
WIP, turns nuclear waste into energyRadiation-powered engine
A currently unnamed turret
AA turret with proximity-ammo (not quite implemented yet)
New Items
Ammo boxes for the lever and bolt action rifles
Ammo container
Grantss the player a small amount of ammo for every gun they're holding
Fixed broken refinery recipe
Small recipe changes concerning insulators
Missiles can now be destroyed, turrets will also target missiles
新枪械
大栓(拉杆式枪械)
杠杆式霰弹枪
其他物品
新电池 (储存25亿HE)
新资源
污染导弹
导弹材质重做,3D模型调整,而且它们现在终于会加载自己所在的区块了!
新方块
SPE发电机 (顶部和底部部件)
一部分合成表改动
Euphemium的反作弊机制已经移除(病毒已经在先前的版本中被移除,不再需要meta34)
Euphemium的注册名已经被改回euphemium (砹)
污染现在使用ISBRHs而不是TESR(相应的TE),如此能占用更少的资源
添加了两张图片
原文:
New guns
Bolt-action rifle
Lever-action shotgun
Other items
New batteries (up to 2.5G HE)
More resources
Taint-tipped missile
Missiles have been retextured, their models have been slightly adjusted and they finally load chunks!
New blocks
SPE potential generator (top and bottom piece)
Some recipes have changed
Euphemium has no longer any anticheat-mechanism (virus has been removed in prior versions, now it doesn't require meta 34 anymore)
Euphemium's reg name has been changed back to euphemium (from astatine)
Taint now uses ISBRHs instead of the TESR (and the corresponding TE), and is therefore less resource intensive
Added two more polaroid images
新内容和改动
Lil' Pipsqueak 现在已有3D模型
核污染,类似氟化钍污染,不过没那么可怕
在一定时间之后(可配置)删除未加载的核爆特效
添加了鸣笛轨道(需要红石激活)
添加了一个无法合成的搞笑武器,完全不合理,管他呢
原文:
Features and changes
Lil' Pipsqueak now has a 3D model
Taint, it's like the one from TF4 but not quite as crappy
There's now a config that deletes unloaded nuclear explosions after a set amount of time
There's now a siren which needs a siren track and a redstone signal to function
Added uncraftable joke weapon that doesn't make sense but whatever
修复了某些爆炸效果会被不断播放的问题
改进爆炸算法(未全面测试,可能造成卡死)
原爆点越高弹坑越深
即使半空中引爆也会摧毁地形
有抗爆性的方块不会被摧毁
实验性功能:在由抗爆性方块组成的墙后的方块不会被摧毁
添加实验性的“AMS”反应堆(不能产生能量)
添加 "Lil' Pipsqueak"
造成25-45点伤害
开火时潜行会发射本身无伤害的弹丸(副射击模式)
副射击模式生成一辆货车造成1000点伤害
原文:
Fixed explosion animation being jittery
Improved explosion algorithm (still somewhat untested, can cause lag)
crater gets deeper when detonated higher up
still destroys terrin even when detonated mid-air
all explosion resistant blocks now won't be destroyed
experimental resistance added: blocks below resistant walls are protected
Added experimental "AMS" reactor (still can't produce energy)
Added "Lil' Pipsqueak"
does 25-45 damage
sneaking while firing will fire a no-damage bullet (secondary fire)
secondary fire spawns a falling boxcar that deals 1000 damage
新机器
装配机
许多原来在工作台上的合成表现在归装配机了
12个输入格,支持矿物辞典
可升级
自带可以连接箱子和板条箱的I/O接口
化工厂
加工液体
最多输入/输出2种液体+4个物品
可升级
自带可以连接箱子和板条箱的I/O接口
自动采矿钻头
自动挖洞开采矿石
可升级
自带可以连接箱子和板条箱的输出接口
储罐
能储存256捅液体
保险改变模式(输入/输出)
抽油机
比石油钻塔效率更高速度更快
产生更少天然气
消耗更多能量
陨石方块
多种用途
挖掘掉落陨石碎片或者宝藏
涡轮引擎
烧煤油的大型发电机
可升级
蒸气压熨机
使用煤炭供能
将金属锭压成板或线
非金属粉末能被压成宝石
将煤块压成钻石
区块生成器
重新生成区块
目前并不可靠,新生成的区块很古怪
通用流体管道
传输NTM流体
用流体ID设置传输类型
新物品
Desh
用稀有的稀土元素制造的高强度合金
Desh系列的工具耐久度无限
拆迁锤
高伤害+击飞
右键粉碎任何方块(真的是“任何方块”,这玩意甚至能打爆传送门方块,对,包括基岩!)
机器模板目录
用于装配模板,化学合成模板,图样和流体识别码
无限核聚变电池
让T-45动力甲永远充能
通用流体储罐
1000mb和16000mb版本
可以装载任何NTM流体
盖革计数器
当附近有辐射时响动
即使不拿在手里也生效
扫描仪
扫描地下矿石数量
第二模式(扫描建筑)基本上是扫描特定ID的方块
新武器
炮塔
可控,可远距离遥控
用AI芯片可以让它们自己运行
需要弹药
陨石召唤器
在附近落下一颗陨石
创造专属
其他新内容
生物燃料
在化工厂内加工生物质得到生物气再加工获得
陨石
随机生成
不同大小的陨石内容物也不一样
有稀有的变种陨石
重置了一些物品的材质
修复了在单人游戏中电力测量仪工作不正常的问题(其他仪器仍未修复)
光标指向电力测量仪时会显示充满程度
新流体系统
支持所有机器
可用通用流体管道传输
流体储罐可以用流体识别码调整储存类型
多方块结构的I/O接口是它们的访问接口
移除氘提取器
为化工厂添加了氘提取合成表
原文:
New Machines
Assembly Machine
replaces many workbench recipes
can process up to 12 stacks, with ore dict integration
upgradable
has I/O ports to interact with chests and crates
Chemical Plant
has recipes with fluids
up to 2 fluids and 4 items for in/output
upgradable
has I/O ports to interact with chests and crates
Automatic Mining Drill
drills down and mines blocks automatically
upgradable
has output port to interact with chests and crates
Fluid Tank
can store up to 256B of NTM fluid
fuse changes inout to output mode
Pumpjack
faster and more effective oil derrick
creates less natural gas
takes more energy to run
Meteorite Blocks
different properties
drop meteor shards or treasures
Turbofan engine
large generator which burns kerosene
upgradable
Steam Press
powered by coal
can press ingots into plates or wires
non-metal dusts into gems
coal chunks into diamonds
Rejuvination Device
regenerates chunks
currently not very reliable, new chunks behave weirdly
Universal Fluid Pipes
transmit NTM fluids
type is set via fluid ID
New Items
Desh
high-dura metal alloy made from the new rare earth ore
tools are ubreakable
Shimmer Sledge
high damage & recoil weapon
right click smashed any block and propells it forward
Recipe Template Folder
used to make assembly and chemical templates, stamps and fluid IDs
Infinite Fusion Core
keeps T45 permanently charged
Universal Fluid Tanks
1000 and 16k mB versions
can carry any NTM liquid
Geiger Counter
clicks when radiation is nearby
even works when not directly held
Survey Scanner
scanns underground for ore quantity
second mode detects blocks typical for bases
New Weapons
Turrets
controllable via turret remote
can run on their own with the AI chip
require ammo
Meteor Remote
summons a meteorite nearby
creative-only
Other Additions
Biofuel
made from biogas which in turn is created with biomass in the chemplant
Meteorites
spawn randomly
can come in different sizes with different contents
rare variants
Retextured a few items
Fixed bug where electricity gauges would not work correctly in SMP (still no fix for other gauges, though)
Electricity gauges now show their fill level when hovering over it
New Fluid System
All machines have been retrofitted
fluids can now be transmitted with fluid ducts
types of configurable tanks can be set via fluid ID
multiblock machines have I/O ports at their acces ports
Removed deuterium extractor
added deuterium extraction recipe to the chemplant
1.0.26“工业化更新”的Beta版
简报:
修复重大Bug
修复了在单人游戏中机器模板目录会让玩家强制退出世界的Bug
修复了电线杆在单人游戏中会让控制台瞬间产生巨量消息的Bug
添加了Desh工具
其他的小修,还有新合成表
原文:
Beta for version 1.0.26 "The Industrial Update"
Short summary:
Fixed game breaking bugs
Fixed template folder disconnection the player on use in SMP
Fixed electricity poles spamming the client console on SMP
Added desh tools
Small fixes, more recipes
1.0.26“工业化更新”的Beta版
简报:
装配机
化工厂
更大的炼油厂
液体管道
炮塔
由于液体传输系统的改变,有些机器不再支持以前的原油/天然气管道连接了。所有原油加工链上的机器都会同时支持新管道和旧管道。另外,目前只有一小部分机器可以使用新的液体传输系统,将你的鼠标移到某个机器的内置液体槽上,如果弹出工具栏提示你内含的液体名称,那么该机器支持新系统。本Mod的液体不能通过BC管道传输。
原文:
Beta for version 1.0.26 "The Industrial Update"
Short summary:
Assembly Machine
Chemical Plant
Larger Refinery
Fluid Pipes
Turrets
Due to the change of how fluids are transmitted, some machines won't support the old oil/gas pipes anymore. This will be changed so all oil processing machiens will support both old and new pipes. Additionally, only a small portion of machines has been retrofitted to use the new fluid system. To find out whether or not the machine is compatible, hover with your mouse over one of the internal fluid tanks. The new system will display a tooltip with information about the tank's contents. HBM fluids are not compatible with buildcraft pipes.
新方块
回旋加速器
需要粉末盒和冷却剂靶丸的特殊发电机
可以转换任何元素
用来制造反物质
石油钻塔
消耗能量从地底抽取石油
也抽取天然气
废气燃烧烟道
一个火炬状的烟囱,用来烧掉你不想要的天然气
输出少量电力
更多管道
原油管道和天然气管道
炼油厂
将原油转化为涂抹油,润滑油,柴油,煤油和硫磺
电线杆
就像电缆方块一样传输能量
用电缆卷筒连接
沥青
强化Desh
多方块结构信标
立体投射出多方块结构的蓝图
右键循环切换蓝图
新物品
高速钢和聚合物
石棉服
免疫火焰
电缆卷筒
用来连接电线杆
● 更多燃料
■ 大部分在炼油厂里制造
■ 工业油
■ 用在工业级发电机里
■ 能被烧制成再生油
■ 再生油
■ 同样可以用在工业级发电机里
■ 能被加工成汽油
■ 汽油
■ 廉价柴油替代品
■ 煤油
■ 用于制造导弹
● 更多电池
■ 现在电池能用来制作能量单元
■ 能量单元可以继续集合合成变为能量簇
● 新武器
■ 电火花塞
■ 发射爆炸性能量球
■ HPP激光打印机
■ 武器化的激光打印机
■ Defabricator
■ 激光机枪
■ 第九代博士有个这个(这里作者应该是在玩英剧Doctor Who的梗)
关于漏斗、元储存和NBT的许多小修复。
原文:
New Blocks
Cyclotron
Special generator that requires powder crates and coolant pellets
Can transmutate any element
Used to create antimatter
Oil Derrick
Uses power to drill down and extract oil from underground
Also extracts gas
Flare Stack
Flare tower that burns unwanted natural gas
Small electricity output
More pipes
Pipes for oil and gas
Refinery
Turns cude oil into smear, lubricant, diesel, kerosene and sulfur
Electicity Pole
Pole that transmits energy like wire blocks
can be linked via wire drum
Asphalt
Reinforced Desh
Strucutre Marker
Hologram projector that shows template of multiblock strucutres
Can be cycled by right-clicking
New Items
Highspeed Steel and polymer
Asbestor suit
Protects player from fire
Cable Drum
Used to connect electricity poles
More fuels
Used to craft missiles
Cheaper diesel substitute
Used in industrial generator
Can be crafted into petroil
Used in the industrial generator
Can be smelted into reclaimed oil
Mostly created in the refinery
Industrial oil
Reclaimed oil
Petroil
Kerosene
More batteries
Batteries can be crafted into energy cells
Energy cells can be crafted together to form larger energy storage clusters
New weapons
Rapid-fire laser gun
The 9th Doc had one of these
Weaponized laser printer
Shoots explosive energy pellet
Sparkplug
HPP lazerjet
Defabricator
A lot of small fixes regarding hoppers, meta storage and NBT.
!!!此更新仅支持1.7.10版本!!!
新方块
柴油发电机
支持油罐或者油箱
产生25HE/tick
新物品
氚-氘复合物
通用反应堆燃料
氚/氘燃料槽都可以放入
将两个燃料槽都充至75%
更好的机制
潜行左键打开机器GUI(不聪明)
漏斗现在可以提取/输入物品(非常聪明)
配置文件
自然生成建筑的生成几率
矿石生成几率
非静止(不是个方块)核弹的爆炸强度
为机器添加了更多声音
修复Bug
原文:
!!!Update for 1.7.10!!!
New Blocks
Diesel Generator
Accepts red barrels or fuel tanks
Creates 25 HE/tick
New Items
Tirtium-Deuterium-Cake
Universal Reactor Fuel
Can be placed in either the deuterium or tritium slot
Fills both gauges by 75%
Better mechanics
Shift-Click integration for most machines (not smart)
Hopper integration for all machines (very smart)
Config
Spawnrate for structures
Spawnrate of ores
Explosion strength of non-stationairy nukes
More sounds for machines
Bugfixes
!!!此更新仅支持1.7.10版本!!!
新方块
Schrabidium转换器
将铀锭转化为schrabidium锭
需要500万HE工作
新物品
超导电容
转化铀锭的必备品
10次使用次数
右键一个方块放电
放电时产生爆炸和闪电
引爆器
潜行右键设定地点
右键激活选定的炸弹
结构魔杖
潜行右键来循环切换要建造的结构
右键一个方块来生成结构
Euphemium停止器
对敌人施加缓慢和衰弱Debuff
Schrabidium锤
一击干掉一切
手持减少-50%移动速度
兼容矿物辞典
合成表现在支持矿物辞典
合金熔炉、离心机和增殖反应堆支持NEI
原文:
!!!Update for 1.7.10!!!
New Blocks:
Schrabidium Transmutation Device
Turns uranium ingors into schrabidium ingots
Needs 500 MHE to work
New Items:
Redcoil capacitor
Needed for schrabidium creation
Can be used 10 times
Can be discharged by right-clicking on a block
Creates a lightning bolt and an explosion when discharging
Detonator
Shift right-click to set position
Right-click to activate selected bomb
Structure Wand
Shift right-click to cycle though structures
Right click a block to spawn structures
Euphemium Stopper
Gives enemy slowness and weakness effect
Schrabidium Hammer
Instakilles anything
-50% movement speed when held
More ore dict compability
Crafting recipes now use ore dict
NEI machine support for alloy furnace, centrifuge and breeding reactor
原文:
This is a port of 1.0.16 (with the new power net code of 1.0.17) with only one nuke functional, bugs, unfinished stuff, etc.
At least most machines work fine :P
修改后:
This snapshot is a ported version of 1.0.16 with the new power net code of 1.0.17. The finished verison will be 1.1.0. Note that many things don't work as of now and crafting is disabled.
Additions
Added login message with the mod's version
新机器
HE至RF转换器
能储存10k HE和40k RF
消耗HE生成RF(比率1比4)
兼容RF(咄)
RF至HE转换器
一个东西,只是这回把RF变成HE
比率4比1
世界生成
降低了那些没用矿石的生成率 (硫、硝石、铍)
提高了有用矿石的生成率 (钨和铜,你需要成吨的这些东西来建造核聚变反应堆)
Bug修复 (耶!)(不……不许说我不严肃!信达雅,信!信!)
修复了数据溢出导致删除反应堆中的水和冷却剂的Bug
修复了什么我也没想到的东西
原文:
New Machines
HE to RF converter
Has a buffer of 10k HE and 40k RF
Consumes He to produce RF in a 1:4 ratio
RF compatible (duh)
RF to HE converter
Same thing, but converts RF into HE instead
4:1 ratio
World Generator
Decreased spawnrate of useless ores (sufur, fluorite, beryllium)
Increased spawnrate of interesting ores (tungsten and copper, you need a crap-tillion of it to build a fusion reactor)
Bug fixes (yay!)
Fixed overflow where a too big integer would be saved into a short, thus deleting water and coolant in different reactors
Fixed somehing else I can't think of
新物品
锂
在离心机里处理原石或者圆石获得
锂棒
在增值反应堆中变为氚棒
氚棒
用于制造氚单元
核聚变反应堆的燃料
反schrabidium
目前无用
超导体和超导线圈
用于高级合金
用来制造磁铁和其他核聚变相关部件
Makeshift能量电池
与核聚变电池目的相同
可合成
不能为动力甲充能
无限储罐
水
冷却剂
氘
氚
硫
创造专属
会立即填满相对应的容器
新方块
流星方块
目前没有用途
能在坠毁的宇宙飞船里找到
红色电缆
不像全包覆电缆,它不是一整个方块
仍然传导能量
全包覆红色电缆功能不变
工厂电力接口
可以代替工厂最上/下层中的一个外壳方块
可以让电缆为能量簇充能
大型反应堆部件
反应仓
控制棒
反应堆控制器
反应堆能量接口
反应堆访问接口
核聚变反应堆
超导磁铁
等离子加热器
访问接口
核聚变反应堆核心
中心磁铁
磁铁动力片
很好用
等离子体
极热
碰到会很痛
缓慢消失
新武器/工具
等离子体手榴弹
创造一个持续几分钟的等离子体泡泡
用于挡路或者开洞效果极佳
哑弹
无用
用一个空单元右键有几率提取出反物质
90%几率提出反物质
9%几率反schrabidium
1%的几率直接死亡
建筑魔杖
可怜人的WE插件
潜行右键记录方块类型
右键设定位点1
再右键填充位点1和你点的方块之间的空间
披风
可合成
辐射披风
毒气面具披风
schrabidium风披风
Hbm的披风
只对我有效
:3
原文:
New Items
Lithium
Obtained by processing stone or cobble in the centrifuge
Lithium Rods
Can be bred into tritium rods
Tritium rods
Used to craft tritium cells
Fuel for fusion reactors
Antischrabidium
Doesn't do anything right now
Super conductor and super conducting coil
Made from advanced alloy
Used for building magnets and other fusion related parts
Makeshift energy core
Shares properties with fusion core
Can be crafted
Can not charge power armor
Infinite Tanks
Water
Coolant
Deuterium
Tritium
Sulfur
Creative only items
Will instantly fill the corresponding gauge
New Blocks
Meteor block
Not used for anything right now
Found in crashed spaceships
Red Cable
Unlike the coated cable, it's not a full block
Conducts energy properly
Coated Red Cable now works as it should
Factory electricity ports
Optional parts which replace the very top/bottom center part of the casing
Enables energy cluster reload via cables
Big nuclear reactor parts
Reactor chamber
Control Rods
Reactor control
Reactor energy ports
Reactor access hatch
Fusion reactor
Super conducting magnet
Plasma heater
Access Hatch
Fusion reactor core
Central magnet
Magnet motor piece
Is gud
Plasma
Very hot
Ouch
Slowly disappears
New Weapons/Tools
Plasma grenade
creates a constant plasma bubble for a few minutes
great for blocking paths and melting though walls
Dud
dud
right-clicking with an empty cell will extract antimatter
90% chance for antimatter
9% chance for antischrabidium
1% chance for death
Construction wand
Poor man's world edit
shift-right-click for selecting block type
right-click for setting pos1
another right-click for filling area
Capes
Craftable items
Radioactive Cape
Gas Mask Cape
Schrabidic Cape
Hbm's Cape
Only works for me
:3
完成了所有未完成的功能,可能是最后一个支持1.7.10的版本了
添加新机器
基础工厂
强力3x3x3熔炉,拥有内建的输入和输出队列
由三种不同方块组成:外壳、访问接口和核心
需要能量簇来运作
一次性处理两个物品
高级工厂
和基础工厂一样,只是材料不同
以基础工厂两倍的速度一次性处理4个物品
新材料
高级合金
用来制造高级板材和设备
用钢和红铜制造
新武器
胖子核弹发射器
发射迷你核弹
核子手雷
小型可投掷的核弹头
新材料
用注射器攻击一个生物会给它添加Buff
Med-X
给予3分钟的抗性提升
Psycho
给予生命恢复和力量
毒药注射
凋零、反胃、中毒
隐身装置
隐形30秒
新建筑
中续塔
卫星盘
工厂
内含工厂熔炉
导弹发射井
被遗忘的图书馆
在地下生成
内有4个刷怪笼
添加配置文件
修改炸弹爆炸半径
debug模式(默认关闭)
菌丝蔓延(默认开启)
所有导弹的贴图已完工
为导弹增加粒子和爆炸效果
常春藤麦克核弹现在拥有更大的蘑菇云
硫矿石生成率翻倍
原文:
Finished all unfinished features, probably the last version for 1.7.10
Added new Machines
Basic Factory
Hardcore 3x3x3 furnace with in and output queue
Composed from three different blocks: Casing, access hatch and core
Needs energy cluster to operate
Processes two stacks at the same time
Advanced Factory
Same as basic factory, with different blocks
Processes four stacks in half the time
New Material
Advanced Alloy
Used for crafting advanced plates and factories
Made from steel and red copper
New weapons
Fat Man launcher
Shoots mini nukes
Nuka Grenade
Small throwable nuclear warhead
New consumables
Hitting a mob with a syringe will give the effect to it
Med-X
Gives resistance 3 for half a minute
Psycho
Gives regeneration and strengh
Poisnous injection
Wither, nausea and poison
Stealth device
Grants 30 seconds of invisibility
Added new structures
Relay tower
Satellite dish
Factory
Has factory furnaces
Missile silo
Forgotten library
Spawns underground
Has 4 mob spawners
Added config file
Options for changing bomb's radii
Option for debug mode (off by default)
Option for glowing mycelium spread (on by default)
Finished all textures for missiles
Added particles for missiles and small explosions
Ivy Mike now has a big mushroom cloud
Doubled spawn rate for sulfur
准备将Mod更新至1.8版本
导弹
分导式弹头现已可用
所有导弹都可以合成
发射台和目标指示器也有了自己的合成表
为两个导弹添加贴图
新物品
导弹部件
罐子
Tem薄片
三种类型,都只治愈一颗心
导弹工具包和动力甲工具包
各类桶现在可以直接合成了
辐射不再减少防辐射服的耐久度
燃料罐可以通过在合金熔炉里放置一个空罐和一个煤炭的方式获得
蘑菇云动画现在是独立的,而且每次都能正确的工作且不会让你重启客户端
更多的合成表
生物
核爬行者
在一个普通爬行者受到辐射伤害时产生
怕猫
能被闪电充能
走得更慢,引爆时间更长
方块
辐射蘑菇
在一个蘑菇紧挨着死亡草地的时候生成
在死亡草地上快速增值
辐射菌丝
即使没有辐射也长的很慢
当核弹在蘑菇岛上爆炸时产生,或者一个辐射蘑菇生长的足够久也会产生
巨型蘑菇方块
用骨粉催熟辐射蘑菇产生
有时掉落蘑菇
#null方块
没有功能
无材质
无模型
无方块
没什么,就当它不存在好了
原文:
Prepairing update to 1.8
Missiles
MIRV is now functional
All missiles are now craftable
Crafting recipes for deignator and launch pad
Textures for tier 2 missile
New Items
Parts for missiles
Canisters
Tem Flakes
Three different tiers, all heal one heart
New kits for missiles and power armor
Barrels can now be crafted
Radiation won't damage protection suits anymore
Canister of fuel can be created in the alloy furnace with a coal block and an empty canister
Nuclear mushroom's animation is now independent and will work every time without restarting the client
More crafting recipes
Mobs
Nuclear Creeper
Spawns when a creeper gets hurt by radiation
Hates cats
Can be charged
Slower walk speed and longer fuse
Blocks
Nuclear Mushrooms
Spawn when a mushroom is near dead grass
Grows rapidly on dead grass
Radioactive mycelium
Grows slowly even without radiation
Spawn when a nuke hits a mushroom island or when a nuclear mushroom lives long enough
Huge mushroom blocks
Spawn when a nuclear mushroom is fertelized with bone meal
Sometimes drop mushrooms
#null block
does nothing
no texture
no model
no block
nothing, don't acknowledge it's existence
重做蘑菇云特效
特效之间不再相互干扰
强光
添加了更多导弹
所有的T2、T3导弹现在已经可用
吸热和放热导弹
分导式导弹仍然不可用
3D装备
护目镜
目前还没什么功效
防毒面具
免疫毒气手雷和毒气炸弹
T-45动力装甲
对坠落、仙人掌、溺水和辐射伤害有100%抗性(所有装甲部件都穿上的情况下)
铁砧造成更少伤害
拥有12000-16000耐久度
当玩家背包内有核聚变电池时,胸甲部件会自动消耗它
如果没有核聚变电池可用,穿戴T-45会导致缓慢、挖掘疲劳
在有供能的情况下,T-45提供跳跃提升,力量,速度,急迫Buff
不可合成
能通过铁砧消耗钛板修复
Schrabidium装甲现在能用schrabidium锭修复了
核聚变电池
一次性,不可充电
能在某些自然生成结构中找到,一般是坠毁的vertibirds(vertibirds是辐射4里的一种垂直起降飞行器)
内部存能比5个充满电的Schrabidium电池还多
新建筑
降落的vertibird
未来风的直升机,内含T-45动力装甲、核聚变电池和核反应堆
坠毁的vertibird
大部分埋在地下
同样包含T-45动力装甲和核聚变电池
新材料
空金属注射器
医疗针
回复2.5颗心并且除去身上的药水Buff
用完后掉落一个空注射器
现在所有的方块和武器都已经正确的编程了,在游戏中将会显示它们的正确名字
原文:
Remade nuclear mushroom cloud animation
Scale effects don't interfere
Strong light
Added more Missiles
All Tier 2 and 3 missiles are now functional
Endo and exothermic missiles
MIRV still doesn't work
3D armor
Protection goggles
Don't do much for now
Gas mask
Protects against gas grenades and gas bombs
T45-Power Armor
100% resistance against fall, ire, cactus, drowning and radiation damage (only active with all armor pieces)
Less damage by anvils
Has a whopping 12000-16000 durability (depending on piece)
The chest plate will automatically consume fusion cores if the player has some in the inventory
Effects without power: Slowness, mining fatigue
Effects with power: Jump boost, strength, speed, haste
Can not be crafted
Can be repaired in the anvil with titanium plates
Schrabidium armor can now be repaired with schrabidium ingots
Fusion core
Non-rechargable enery source
can be found in some structures, mainly in crashed vertibirds
Has five times more energy than a fully charged schrabidium battery
New structures
Landed vertibird
Futuristic helicopter, contains fusion cores, T45 armor and nuclear reactors
Crashed vertibird
Biggest portion of this structure is burried underground
Also contains power armor and fusion cores
New consumables
Empty metal syringe
Stimpak
Heals 2.5 hearts and removes potion effects
Will drop an empty metal syringe on use
All new items and blocks now have correct entries in the language system andwill display their proper name.
导弹
四种不同等级
目前还有少数正在完善
不同的弹头,例如高爆、燃烧、集束、攻坚以及核弹头
目标指示器
右键一个方块设定坐标
发射导弹前的必须步骤
发射台
需要一枚可用导弹,设定好的坐标以及能量
能用电缆供能
新钢制方块
钢墙
有四个朝向
非常薄的钢方块
钢转角
相当于两个钢墙
钢屋顶
非常薄的钢板
钢杆
钢脚手架
会被用于发射导弹
防辐射服
整套提供辐射保护
头盔提供毒气保护
指南方块
右键会给予玩家几本成书
目前未完成
目前只有2本指南
乏核燃料
当一个燃料棒耗尽周期时在反应堆中产生
能被加工成核废料
在离心机中可以回收一些金属粒
蘑菇云
只有小男孩、胖子、小玩意和核导弹引爆时会产生
未来所有核武器和Schrabidium爆炸物都会有该效果
更新Forge要求,现在Mod需要10.13.4.1558版本的Forge
改动
气体离心机现在叫离心机了
改变了方块遭遇核爆冲击波时的反应
方块会被冲击波削弱而不是直接摧毁(例如黑曜石砖会变成黑曜石,混凝土会变成砂砾)
修复Bug
电缆现在不再传输无限量的能量了
原文:
Missiles
Come in four different Tiers
Only a few of the missiles are working atm
Different types like HE, incendiary, cluster, bunker buster, nuclear, etc.
Target designator
Right-clicking a block will saye it's coordinates
Is required for launching a missile
Launch pad
Requires a functional missile, a set target designator and energy
Can collect energy from wires
New steel blocks
Steel wall
Can be rotated in four directions
Very thinn steel block
Steel corner
Two merged steel walls
Steel roof
Very thin steel plate
Steel beam
Steel scaffold
Will be used for launching missiles
Hazmat suit
Full set protects against radiation
Helemt protects against gas
Guide book
Right-clicking will give the player some written books
Currently incomplete
Only two information books right now
Depleted Fuel Rods
Are created when a fuel rod inside a nuclear reactor runs out of operation points
Can be crafted into nuclear waste
Can be processed by the centrifuge to regain some nuggets
Nuclear Mushroom Cloud
Only active for Little Boy, Fat Man, the Gadget and the nuclear missile
Will be added to all other nukes and Schrabidium explosives
Updated Forge Version. This Mod now requires 10.13.4.1558 for 1.7.10
Changes
Gas Centrifuge is now called Centrifuge
Changed way how bricks work
Instead of breaking, the block will transform ino a weaker version (eg. obsidian bricks turn into obsidian, concrete bricks turn into gravel)
Bugfixes
Wires don't emit infinite power
新方块
引爆线
可以被红石或者爆炸激活
爆炸半径非常小
爆炸桶
可以用火、爆炸或子弹引爆
更强的爆炸,散播火焰
辐射性桶
会被其他爆炸引爆
大范围爆炸
辐射污染比爆炸更为严重
即使未引爆也会对接近的玩家造成伤害
新枪械
被诅咒的左轮
比黄金左轮威力更大
随机给予使用者凋零Debuff
新食物
辐射棉花糖
同时给予Buff和Debuff
新建筑
废弃核电站
内有被铀和钚装满的箱子
有一个上面摆放了许多放射性桶的小广场
塔楼内有一颗可以使用的核弹
无线电站中现在有红桶了
新装备
恶行之假面
和以撒的结合一点关系都没有
Bug修复
粉末合成替代了金属粒合成,现在你需要2个锭来获得2撮粉末
修复了离心机的合成表
原文:
New Blocks
Det Cord
Activated by redstone or explosions
Very small explosion range
Exposive barrel
Activated by fire, explosions or bullets
Bigger explosion, fire
Radioactive barrel
Activated by explosions
Very large explosion
Contamination effect upon destruction
Hurts nearby players if too close even if not activated
New Gun
Cursed Gun
Does even more damage than a golden revolver
Has random chance of giving the user a shor wither effect
New food
Radioactive Cotton Candy
Gives both good and bad effects
New structure
Abandoned nuclear power plant
Containes many chests filled with uranium and plutonium
Has a small platform with many radioactive barrels
Free nuke inside the tower
Red barrels are now found in the radio station
New armor
Mask of infamy
Totally not a the binding of isaac related item
Bug fixes
Powder recipes overrode nugget recipes, now you need two ingots to get two piles of powder
Fixed centrifuge tower recipe
新方块
筒仓门
将筒仓门框架和控制器摆成正方形来制造
用红石或者引爆器来打开
新矿石
稀有的新矿石只能在特定地点找到
用于制作枪械和动力圈套
新爆炸物
雷管
类似引爆线,但是威力稍强
新轨道
在高速轨道上行使的矿车有更快的最大速度
新的加速轨道不需要红石来激活
新机器
工业发电机
相当于煤、柴油和RT发电机的集合
多种因素影响输出(燃料种类、水、扭矩)
新的多方块结构(现在离心机也是了!)
RTG
使用RTG靶丸产生能量
接受弱或普通RTG靶丸
新物品
远距离目标指示器
标记玩家视线看着的方块
Jackhammer
四管霰弹枪
Euthanasia
一个有秒杀几率的冲锋枪
New drinks
核子可乐,樱桃和量子味(辐射4里的饮料)
Korl和Fritz可乐
需要一个开瓶机来获得
瓶盖
拉环
药片
碘片移除所有负面Buff
Plan C
动力拳套
潜行右键切换模式
包括挖掘爪、一个强力拳套、激光发射器、清洁器和一个口袋熔炉
新粒子系统
常规爆炸现在产生尘埃云
弹片
瓦砾
自定义核弹的现在有威力上限了
RPG威力更大
Schrabidium手雷不再能将铀转化为schrabidium
schrabidium转化器消耗更少能量
平衡HE系统
原文:
New Blocks
Silo door
Made from a square silo hatch frame and a controller
Can be opened/closed with redstone or a detonator
New ores
Rare new ores only found in specific locations
Can be used tro craft guns and the power fist
New explosive
Explosive charge
Behaves like det cord, but stronger
New rails
High speed rail with a higher max speed for all carts
New booster rail that doesn't require redstone
New Machines
Industrial generator
Combines coal, diesel and RT generator
Produced power depending on different factors (engine lubricant, water, torque)
New multiblock system (the centrifuge now uses it too!)
RTG
Uses RTG pellets for constant power supply
Accepts weak and normal RTG pellets
New Items
Long range target designator
Sets target wherever the player looks
Jackhammer
Quad-barrel shotgun
Euthanasia
SMG with instakill chance
New drinks
Nuka cola, cherry and quantum
Korl and Fritz Cola
Require bottle opener to be consumed
Bottle caps
Ring Pull
Pills
Iodine pill removes all negative effects
Plan C
Power fist
Sneak clicking cycles though modes
Combines digging claw with a strong fist, a laser, a decontaminator and a pocket furnace
New particle system
Conventional explosions now have dust clouds
Shrapnells
Rubble
The custom nuke now has limited strength
RPG is now stronger
Schrabidium grenades no longer turn uranium into schrabidium
Lowered energy consumption for schrabidium transmutator
Rebalanced HE system
BETA版没有更新记录,具体见trello.com/b/vzgC0fqW/hbm-s-nuclear-tech-mod
就这你也水?
原文:
No changelog avalible for betas, for documentation see trello.com/b/vzgC0fqW/hbm-s-nuclear-tech-mod
新方块
传送台
消耗HE将一个实体传送到另一个传送台上
能用传送台链接器互相链接
自定义核弹
需要TNT、铀、钚、schrabidium等等
爆炸强度可变
新武器
噩梦左轮
需要重装弹
随机造成1-100点伤害
吓人
黑暗噩梦左轮
同样需要重装弹
随机造成25-150点伤害
散布多个弹头
实验性MIRV
发射迷你MIRV
一个MIRV会分裂成八个迷你核弹
冲锋枪
快速发射冲锋枪弹
造成2-8点伤害
Uboinik
霰弹枪
一次发射6-12颗子弹
每颗子弹造成3-7点伤害
Immolator
火焰喷射器
点燃方块和实体(咄)
潜行Alt键射击:发出等离子光束烧焦方块
Cryolator
液氮喷射器
冰冻方块,制造雪
EMP光束
发射球形闪电
撞击放电时创造EMP冲击波,摧毁机器
Alt键开火:在玩家周围创造大型EMP冲击波
Ullapool Caber
手雷
不可投掷
用它击打(左键)生物会引爆该手雷
冲击手雷
摧毁方块
有些方块会变成可坠落的(变成沙子、砂砾等)
摧毁建筑
老旧的材质被回收用来制造新的近战武器贴图
烦人!
所有枪械现在有近战攻击力了
修复了一些Bug
改了某些合成表
更多复活节蛋
作弊者将会被惩罚(异域物质现在是99%安全的)
不要泄露秘密。
原文:
New blocks
Teleporter
Requires HE to transport entities from one to another teleporter
Can be linked with the Telelinker
Custom Nuke
Needs things like TNT, uranium, plutonium, schrabidium, etc.
Variable strength
New Weapons
Nightmare Revolver
Needs to be reloaded
Does 1 - 100 dmg
Scary
Dark Nightmare Revolver
Needs to be reloaded
Does 25 - 150 dmg
Shoots multiple bullets with high spread
Experimental Mirv
Shoots mini MIRVs
MIRVs split into eight mini nukes
SMG
Shoots SMG rounds in rapid succession
Does 2 - 8 dmg
Uboinik
Shotgun
Shoots 6 - 12 projectiles
Bullets do 3 - 7 dmg
Immolator
Flame thrower
Sets block and entites on fire (duh)
Alt fire (sneak): shoots plasma beams which scorches blocks
Cryolator
LN2 thrower
Freezes blocks, creates snow layer
EMP Ray
Shoots ball lightning
Discharges create EMP blasts on impact, destroys machines
Alt fire: Create a large EMP wave around the player
Ullapool Caber
Grenade
Unthrowable
Hitting mobs will detonate the explosive
Impulse Grenade
Destroys blocks
Certain blocks become fallable (turn into sand, gravel, etc.)
Collapses buildings
New melee weapons made from old, reused textures
Noice!
Added melee dmg to all guns
Fixed some bugs
Changed few crafting recipes
More easter eggs
Cheaters are now punished (exotic matter is now 99% uncheatable)
Don't spoil secrets.
新方块
粉碎机
把所有东西都粉碎,除了矿石和锭
把它们变成压缩粉末
支持矿物辞典
聚变瓦茨反应堆
大型多方块结构
像聚变反应堆一样需要反物质和反schrabidium(一样需要2种燃料,聚变堆是氚和氘)
CMB熔炉
制作CMB钢
新流体
伤害生物
溶解一切
酸液
绿沁溶液
毒性粘泥现在具有腐蚀性,会摧毁泥土和沙子
被压碎的黑曜石
当黑曜石被绞碎时产生(就是在核爆范围内)
新砖块
CMB瓦块和强化CMB砖块
补给箱
地狱矿石
新物品
● 枪械!
■ 核左轮
■ 和铁左轮基本一样,但是造成辐射效果
■ OSIPR
■ 机枪
■ 按住Alt键发射一个暗黑能量球
■ XVL1456
■ 发射τ粒子
■ 按住Alt键充能
■ MP(其实就是MP40)
■ 机枪
■ ZOMG
■ 需要“确认”
■ 基础模式:分裂子弹
■ 高级模式:彩虹
● 新工具
● PaA装甲
● 尘埃
● 撬棍
■ 用来打开箱子
● 空投补给召唤器
● 辛烷值为100的NITAN超级燃料
● 新手雷
■ ZOMG手雷
■ 制造彩虹
■ τ粒子手雷
■ 散射τ粒子
■ 易燃柠檬
■ 高爆燃烧弹
■ 菠萝使者手雷
■ 威力比增强手榴弹更大
■ 可投掷的反schrabidium单元
NPC
猎手直升机
可合成
攻击一切生物包括玩家,即使不在视线内
投弹
声效
为武器单独制作了声效
然而循环声效听起来还是有点怪
改动
指南方块给出的指南更新
RPG模型重做
某些合成表改动
修复了流体名称
移除了无用代码
原文:
New Blocks
Shredder
Turns all items into scrap, except for ores and ingots
they turn into the corresponding dust
works with the ore dict
Fusionary Watz Plant
Large multiblock structure
needs antimatter and antischrabidium like a fusion reactor
CMB furnace
creates cmb steel
New fluids
Damages entities
Dissolves everything
Acid
Green ooze
Mud is now corrosive and will destroy dirt and sand
Crushed obsidian
created when obsidian is shredded
New bricks
cmb tile and reinforced cmb bricks
Supply crate
Nether ores
Items
Guns!
needs validation
standard: bullet spray
superuser: rainbows
Machine gun
fires tauons rapidly
alt-fire: charged shot
machine gun
alt fire: combine ball
Like iron revolver but with radiation effect
Nuka Revolver
OSIPR
XVL1456
MP
ZOMG gun
New tools
PaA armor
Dusts
crowbar
needed to open crates
Supply drop requester
NITAN 100 octane super fuel
New grenades
stronger than enhanced grenade
incendiary explosive
shoots tauons
creates rainbows
ZOMG grenade
tau grenade
combustible lemon
ambassador pineapple
Tossable antischrabidium cell
NPC
Hunter chopper
craftable
shoots all mobs and players, even if not in sight
drops bombs
Sounds
Custom sounds for weapons
looped sounds are a little buggy
Changes
Rewrote guidebook
Remodeled RPG
Changed some crafting recipes
Fixed fluid names
Removed useless code