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

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

24 Mar 17:45
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Added

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

Changed

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

Fixed

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

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

05 Mar 20:28
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Added

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

Changed

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

Fixed

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

MD5: 7ab2ee26671908f71074c46b53789618
SHA1: 41ff637282ec39c0f733a0f7d673e90c90340029

1.0.27X4880

19 Feb 15:01
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Changed

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

Fixed

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

MD5: 2b71ebbcc7ccda6497817359eafa9618
SHA1: cf6784b99cdce4fad0613bbd2d0fe86771e6f828

launch pads, thiccer missiles

18 Feb 17:33
358722c
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Added

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

Changed

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

Fixed

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

29 Jan 08:28
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Changed

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

Fixed

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

MD5: 00b54674b6f02bba454d8913a8ced030
SHA1: 9e264661c185204b5b69757bc4b49effbcb8baee

a little bit of everything

28 Jan 19:57
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Added

  • Muffler
    • An upgrade-like item that replaces the old muffler block
    • Creates 16 when crafted, however it is not returned when the muffled machine is broken
    • Should work with pretty much all machines that use looped sounds, as well as a few other noisy ones (compressors, diesel generators, presses)
    • Simply right-click to install, doesn't need to be inserted into an upgrade slot, in fact it works on a few machines that have no GUI at all
  • Lemegeton
    • A book that can do material upgrading, like turning steel into HSS, HSS into Tc-steel, lead into gold, gold into bismuth, bismuth into osmiridium, etc.
    • Basically allows a material to be upgraded to the next gating material in progression
    • Obviously unobtainable in survival mode
    • I don't know how this would ever be useful but I was stuck in a phonecall at work for two consecutive hours and didn't have anything else to do
    • They should invent handsets that don't hurt when you hold them onto your head for too long
    • Has no NEI handler because the call ended before I got to that
  • Bricked furnace
    • An earlygame machine made from smooth stone and bricks
    • Largely identical to vanilla furnaces
    • Like the wood burner, it will collect ashes from burnt fuel
    • Certain recipes are sped up, sand and cobblestone are smelted at twice the speed while (fire) clay is smelted at quadruple speed
      • This means that making a clay brick block now takes as much time using a bricked furnace as one single furnace operation in a vanilla furnace
    • I really like bricks and I don't feel like waiting until I can get an arc furnace to mass produce them at a sensible pace
  • Dwarven pickaxe
    • Earlygame tool made from iron and copper
    • Has the harvest level of iron, a durability of just 250 but the AoE ability
    • Great for getting cobblestone quickly or making tunnels when you don't have desh or electric tools yet
  • Cracked key
    • A single-use item that can open red rooms like the red key, but does not work as a skeleton key for locks
    • Spawns in dungeon chests or as a rare drop from hostile mobs
    • Allows red rooms to be accessed without crafting the red key

Changed

  • Large turbines, levis and geothermal heat exchangers now have their own sounds when operating
  • Anvils will now list ingredients in red if those aren't present in the player's inventory
  • Derricks now only need one set of steel pipes instead of 3. They can also be recycled by shredding, returning 32 steel
  • Pumpjacks now need a single desh motor instead of two regular ones
  • Rare earth ore, instead of detonating into a million fragments that are annoying to process, clog inventories and just cause everyone to not mine that ore in earlygame, will now drop a chunk of rare earth ore
    • Rare earth chunks can be shredded directly into one unit of desh blend
    • For efficiencymaxxers, silk-touching rare earth still works as expected, yielding two units when shredded
    • The fortune enchantment should work as expected, dropping multiple chunks. Yay!
    • To get things that can be useful in small amounts in earlygame like boron and cobalt (boron for Atlas and cobalt for tools), the rare earth chunk can be hammered down into fragments on a steel anvil
      • Cerium and lanthanium, due to being useless, only have a 10% chance of producing a fragment
      • Boron and cobalt each produce a guaranteed fragment, as well as an additional one with a 50% chance
      • Neodymium and niobium both yield a shard 50% of the time
  • Rebalanced all the food items so their saturation values aren't ridiculously high (turns out - the number represents a multiplier for the hunger value and not a flat number)
  • Dirt MREs are now just regular low-quality MREs made from latex packaging and some easily obtainable earlygame ingredients - wheat, rotten flesh and saplings (makes 4)
  • The recipe for the chemical plant has been slightly simplified (again)
  • Iron furnaces now have a 20% faster base smelting speed, making them complete operations in 8 seconds instead of 10 without upgrades
  • Due to rising chlorine prices and a failing halogen market, the recipe of combination smelting chlorocalcite into chlorine and calcium has been added back
    • For legacy reasons, the chlorocalcite processing chain involving chemical plants and electrolyzers will continue to work
  • Outer crater biomes can no longer override inner crater biomes, allowing craters to be "cleaned" by nuking them again with lower yield weapons

Fixed

  • Fixed basalt ores dropping their items with invalid metadata
  • Fixed creative infinite fluid tanks not being able to fill fluid gauges at >0PU
  • Fixed an issue where repeatedly opening and closing certain doors would cause their sound loop to get stuck running forever
  • Fixed radar screens behaving weirdly when out of then intended range. The max interaction range for radars is now infinite, and radars will send a second information packet to players near connected radars
  • Fixed very rare bug where waiting for wood ash to build up in the wood burner and then clearing the slot will remove twice as much ash on the internal counter for the initial ash item created
  • Fixed crater biome fog tinting applying even if there is no nearby crater biome, causing oddities like underground fog being all white instead of being dark as it should be
  • Crater biome fog no longer applies underwater, fixing an issue where being in water would cause the fog to be white instead of water-colored
  • Fixed "pipette not empty" message crashing servers
  • Fixed crash caused by certain modded blocks like Thermal's lumium lights being turned into falling blocks by impulse grenades or nuke aftereffects
  • Fixed receiver subscription persisting when 256k tanks explode, causing them to infinitely receive and the void fluids

MD5: b8913a0dbdd28cb0dd990885ff23f870
SHA1: a8d5243b947e46661ac3df2e3fb4292334987b8d

tweaks, random garbage and a small army of foxes

21 Jan 20:13
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Added

  • Silo hatch
    • The final missing door from 1.12, remade from scratch
    • Comes with a brand-new model that fits perfectly over 3x3 missile launch tubes
    • Has a 5x5 frame
    • Can be opened and closed with a detonator
  • Molysite
    • Found in basalt from volcanos
    • Can be combination-smelted into iron and chlorine
    • Don't make me pull another chlorocalcite
  • Rad volcanos
    • Created when fallout affects a volcano core
    • Uses a new volcanic lava type that produces sellafite, as well as sellafite gem ores
  • Radioactive gem
    • Created when fallout affects diamond ore, or if radioactive volcanic lava touches diamond ore
    • Currenly only used in the radiation powered engine as powerful long-lasting fuel
    • When depleted, turns back into a regular diamond

Changed

  • Simplified door recipes
  • Fissure bombs now require tantalium
  • Removed the "nerve agent" hazard class because no gas used it
  • Fissures now continuously spawn volcanic lava, making basalt renewable without having an entire volcano
  • Volcanic lava now turns diamond ore into gem-rich basalt
  • Mushroom clouds have been tweaked
    • Their scale no longer scales linearly, but rather with a square root function, this prevents tsar clouds from being so huge that the top fails to render due to clipping through the skybox
    • Their default scale is now somewhat larger
    • The flash scale has been increased
    • Their general scaling is now consistent, larger clouds will no longer be chubby with a comically small ring
    • Shockwave particles now have momentum, making them sweep over the landscape, as well as being 1.5x denser and slightly larger
      • Effect shamelessly stolen from NTM-EE
    • Outer condensation rings' spawning is no longer fixed, the time now scales with the size
    • The inner condensation ring's spawn time is also now based on scale, which means larger clouds will no longer end up with comically thin rings due to not spawning enough cloudlets

Fixed

  • Fixed sellafite emerald ore being oredicted as emerald dust
  • Fixed fire replacing petrified wood, creating tons of dead trees with holes in them
  • Fixed inconsistent scaling with nuclear missiles
  • Fixed BFB rods being called ZFB in hot and depleted variants
  • Fixed infinite water barrels voiding water completely after the chemplant's input buffer runs full, infinite barrels can no longer void water in chemplants
  • Fixed fallout affecting things on Y:0 like bedrock ores and oil
  • Fixed projectiles not being able to pass through open doors
  • Fixed material dupe caused by strand caster overflowing
  • Fixed rampant mode glyphid scout spawn ignoring light level
  • Fixed glyphid diggers' debris attack being able to break concrete
  • Fixed canLaunch function of custom missile launch pads demanding a designator, preventing launch pads without designator from working even when the position is supplied by a radar
  • Fixed none of the helmets or filters protecting against corrosive gasses (blistering agents) like mustard gas
  • Fixed fallout layers being able to generate below roofs
  • Fixed exposure chamber not saving anything to NBT besides slots
  • Fixed crash caused by wearing the full PaA set and then putting on an HEV helmet (why would anyone ever do this??)
  • Fixed large doors only being lockable by clicking on the core block

MD5: 4eeb3b61834e4eafea381962eb14b40a
SHA1: 9b7b5d90e89465dc8731b516df67391424fc6a6c

it's a competition of who can release the buggiest fucking release

15 Jan 19:05
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Added

  • Pipettes
    • Precision tools for carrying small amounts of liquids
    • Come in three variants, normal, boron (corrosion-resistant) and laboratory (smaller capacity, more precision)
    • Unlike most fluid containers, can be partially filled
    • Capacity can be changed by right-clicking if the pipette is empty

Changed

  • Updated russian localization
  • There is now a config option to disable the biome change caused by fallout. The config will also determine whether the biomes are registered at all, which prevents them from conflicting with other mods' biomes when disabled.
  • Chemical plants now have a timer that starts after loading/unloading fluids using item fluid containers from the input buffers, this creates a delay between switching from loading and unloading, making it possible to retrieve fluids using pipettes.
  • In addition to delaying overheats, efficiency upgrades now reduce the cyclotron's coolant demand
  • Removed the tooltips from common upgrades, as the info was incomplete and outdated anyway
  • Meteorite swords now render their variant glint in first person view
  • Meteorite swords are now a lot larger, similar to most other NTM swords
  • Non-custom missile items now render in 3D
  • Combinator funnels can now be configured whether to only do 3x3, 2x2 or both recipe types

Fixed

  • Fixed trenchmaster armor not doing most of the armor calculation, making it the worst armor
  • Fixed glowing mushrooms not being able to be bonemealed
  • Fixed strand caster having one port that does not work with certain rotations
  • Fixed fallout being able to replace bedrock
  • Fixed the upgrade info of the large mining drill being incorrect
  • Fixed cyclotron not having the new upgrade info tooltip
  • Fixed the large radar not actually having a larger scan range
  • Fixed radar blips going out of bounds when using a radar screen with a large radar or a radar with a different config

Hotfix 2024-01-16

  • Fixed launch pad crashing when putting a non-missile item into the missile slot

MD5: ed75a986b5975bac0e12e94ee9a7f968
SHA1: 223c20b66e301ad060fed1ea9866bfe0d9fdf34a

craters: now even more awful

14 Jan 20:55
fcbd049
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Added

  • Large Radar
    • A giant version of the radar with 3x the scan range
  • Strand caster
    • Watercooled foundry basin that processes large amounts of material at once

Changed

  • Nuclear craters have been reworked
    • The fallout effect no longer creates dead grass, instead it converts the area into three new biomes, the outer crater, crater and inner crater
    • The entire crater is now slaked sellafite which now has texture variance to look more like debris, as well as getting darker towards the center
    • The biomes being overridden means that nukes are now a solution to thaumcraft taint. Yay!
    • There are now new ore variants for the block conversions which match the surrounding sellafite
    • Beryllium ore now has a 100% chance of being converted into emerald
  • The watz now cools up to 20% of its current heat level instead of 10%, making reactors a lot cooler and therefore react faster, which means more energy and faster depletion rates
    • Mud production rates have been halved, to prevent currently working setups from exploding instantly
    • This is your reminder that you can achieve more power, mud and depletion by building larger watz powerplants, i.e. stacking more watz segments on top of each other. Your tiny poo reactors make me sick.
  • Watz pellets now have a 50% smaller yield, halving the expected time until depletion
  • Adjusted the nuclear flash's intensity, the flash will now deal less and less radiation the longer it goes on
  • The nuclear flash now bypasses radiation resistance, being only affected by blocks and distance
  • Mushroom clouds' initial scale is now based on the total scale instead of all spawning roughly at the same size, causing fireballs to be comically small for huge bombs
  • Removed the old mining drill, combustion generator, old watz core, structure marker, all old large reactor parts and CMB furnace for good
  • Chemical plants will now eject all their outputs within a single tick if possible, increasing the throughput of fast recipes with many outputs, like asphalt
  • Hitting CTRL + ALT when hovering over an item now displays a preview of that item. Useful if you want to get authentic renders for a wiki, or just like staring at things.
  • 256k tanks and BAT9000s can now output comparator signals from their fluid ports
  • Trenchmaster general damage multiplier has been halved, making it twice as strong
  • Updated generation rules for layers like schist and hematite, they will now only replace things tagged as stone, just like most ores
  • Mushroom clouds now have two additional outer condensation rings, those are not entirely finished and are still subject to change
  • Small radars are now a lot cheaper
  • Increased crucible pouring speed by 50%

Fixed

  • Fixed a rare crash caused by radars force-loading chunks conflicting with certain mods' chunk loading changes
  • Fixed PWR fuel rods not having any radiation value assigned to them
  • Fixed trenchmaster helmet not having gas mask protection
  • Fixed large thermobaric artillery rocket still using the wrong slag block
  • Fixed some of the assembly templates having broken names due to using the wrong way of translating the output
  • Fixed the soyuz launcher's NEI construction recipe showing the wrong amount of blocks
  • Fixed molten meteorite cobble dropping itself in addition to turning into lava
  • Fixed S~Cola RAD not being radish-colored

Bugs

  • Trenchmaster armor's protection value is still borked. Oops.

MD5: 88ddca9620dfc36ca74ee6994dc164f4
SHA1: 629af0443afa74ff83ce7cd51932affad44cb172

and there goes my winter break

07 Jan 21:10
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2024-01-07_13 29 53

Added

  • Satellite radar relay
    • Can be linked to a death ray
    • Allows the death ray to be used with the radar's targeting system
  • Combinator funnel
    • Has 9 input and 9 output slots
    • Will automatically do single ingredient 2x2 or 3x3 recipes like compressing ingots into blocks at up to 9 operations per tick
    • Input is strictly on the top and output on the bottom
    • The side acts as an output for the ingredients as a way to de-clog the funnel from leftover materials
  • Stealth missile
    • A missile that is not picked up by radars, turrets or ABMs
    • Marginally more powerful than a tier 1 HE missile
    • Somewhat expensive, takes a full minute to make in the assembler

Changed

  • Updated russian localization
  • Nerfed scrap and dust even further
  • Tiny dusts now shred into the generic tiny dust instead of scrap
  • Tiny dust now shreds into more tiny dust, just like dust shreds into dust
  • Updated the strange stone's texture to be more blatant about what it is
  • Added more OC compat for the RBMK console
  • Inverted large door's redstone behavior to be in line with vanilla iron doors
  • The FEL now has a humming sound when it is active
  • Updated the gadget's model
    • The wires will not render on the fast graphic setting for performance reasons
  • Remade Lil'Pipsqueak
    • Now features proper animations for drawing the weapon, firing and reloading, as well as new sounds
    • Comes with a new and improved 3D model as well as a cylinder gap flash when firing
    • Is now part of the red room loot pool
    • Durability has been drastically increased (31k instead of 4k)
    • The boxcar now has new impact sounds and spawns fewer particles
  • Powder box recipes now produce 8 boxes from the same amount of ingredients, making cyclotron recipes more affordable
  • Buffed the radiation-powered engine, all valid fuels now produce 10x more energy per tick
  • Removed tungsten and HSS bolts as dedicated items, they are now a single bolt item that uses the autogen system
    • Regular steel is now also a valid bolt material which will replace tungsten in many recipes where tungsten just doesn't make sense
    • Bolts Are now 1/8 of an ingot instead of 1/2 which makes some recipes marginally cheaper, as well as making them equal to GregTech bolts
    • Bolts are oredicted and interchangeable, as well as recycleable in the crucible
  • The N45 naval mine has been obliterated
  • The solar boiler's ray rendering is no longer bound by particle settings, instead it will be disabled when fast graphics are enabled
  • The solar boiler's internal buffer has been reduced, its steam output is now capped at 10,000mB/t (which should be 20kHE/t or 0.8MHE/s)
  • All crates except the jungle dungeon one now drop themselves when mined
    • Supply and conserve crates do not need a tool because they are made of wood, the ammo crate requires a pickaxe
    • All of those crates are now opened with the crowbar instead in order to be consistent with each other
  • Standard gauge rails are now craftable and visible in the transportation tab
    • You can now play around with the new rail types in creative mode, as none of the train cars are currently craftable
    • Coupling should work, but coupling info is not saved to NBT so links will be lost when leaving the world
    • Trains might randomly derail on 5m curves, idk why

Fixed

  • Fixed afterburn upgrades not being craftable with bakelite
  • Fixed bismuth block not being properly oredicted
  • Powder detectors that are used in the same network as diodes should now be somewhat less wrong
  • Fixed horrifying gamebreaking issue that would frequently cause crashes, corrupt worlds and bluescreen PCs where the red copper block and the advanced alloy block had inconsistent colors
  • Fixed file cabinets not dropping their contents
  • Fixed some sides of the pedestal not rendering
  • Fixed particle accelerator window blocks not dropping when mined

MD5: f257530c00b778ed63eadb2fed57e49b
SHA1: 37ac310de2409d23deea3bc3aca0040e03695260