Releases: HbmMods/Hbm-s-Nuclear-Tech-GIT
PLUSHBY
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
MD5: 36ff1b90cb249d9af4c829a072791c74
SHA1: 7d14302d2ef6156ae2a0f6077434ca8615bc4969
aaa
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
MD5: a08ff6f5d47d6e452ec344a5559a6f67
SHA1: 5ef58305f350f68e6b87474737fc74d681dcc06b
:ayo:
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)
MD5: e6775847899e781eb21bedbfe7925a9f
SHA1: ef272f076fcd0c8a4e142401ebbcaee80e26a228
we nailed RNGsus to a cross, he died for our sins
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
MD5: 86e7d2d95ba48d6ed58fd91f72165e0a
SHA1: 2fa66c3c90298dc26803babcce9690d511d5fd56
the horngus of a dongfish is attached by the scrungle to a kind of dillsac (the nutte sack)
Added
- 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
Changed
- 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
Fixed
- 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
MD5: c9ac71ee26c4766668d3d0cf8e9c02c9
SHA1: c10f2e32a318a1310e6c4b247518a456e104e729
the heinous slop
Added
- 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
Changed
- 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
- Fixed crash caused by PRISM updating unloaded worlds
- Hopefully fixed another crash caused by PRISM (reproduction was unreliable and sporadic, not confirmed)
MD5: 4565417f4bda999d6273c0f48c864501
SHA1: 74ff17a6de6ade3793e49f289dd2186f802adc9e
guh
Changed
- 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
- Fixed PRISM crashing instantly
- Fixed PRISM's resistance check being on backwards
- Fixed PRISM's resistance check omitting the wrong layers
MD5: 45e971d18cf85ac1faca80525374a1c1
SHA1: 710cc215df1ed79ab98dcf3bd829112cf9320700
PRISM
Added
- 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
Changed
- 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
- 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
MD5: 2188ad23010e7e09ae69e4b1a7e82cca
SHA1: 7a9fca0ef1631d7f389870dc277adc2b43dd6417
my goal is to explode
Added
- 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
Changed
- 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
- 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)
MD5: eab8911e4bbdb99544d34815e31c62b9
SHA1: bde649a873bd2b3fb72cf294e7880218dddb883a
*throws slice of cheese at you*
Changed
- 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
Fixed
- 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
MD5: 50fe9e33fc55655732788c3d71305067
SHA1: 2eddffec0e815ca8382899bac51d3c7a9e5e9b22