Releases: HbmMods/Hbm-s-Nuclear-Tech-GIT
we condense with power
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
MD5: 7abf0eddda297693d471bfa2ddc08321
SHA1: 35a96c6a7b52c8a1df485f155135ff70b8c804cb
london calling
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
MD5: 83ecb3802d6432ff663f59d122785820
SHA1: a92dceb1f82534a82eda06fc6a1e3748b3ce12b3
fixes and flixes
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
MD5: c9b69c283557105eaaf73b5764cda9f4
SHA1: 8b87a1fc6514a38a4e8de4996d451c2de3f06f7e
suffering builds character
Changed
- Thorium salts can no longer be stored in normal tanks due to being corrosive
- Updated russian localization
Fixed
- Fixed PWR crashing servers instantly
- Fixed missing tank textures for sodium
- Fixed missing lang entry for hot heavy water
MD5: 8b111ad82d408186881466f869003f19
SHA1: bb77f82a7d976c47a679bd6b594a476c5a0a48de
welcome to flavortown
Fixed
- Fixed PWR still operating as normal even when the structure is dissolved
- Fixed the new watz not giving the meltdown achievement
- Fixed serverside crash caused by conveyor cranes
MD5: b03c06979bde3a0edc321790f1da2cf1
SHA1: 0c58905d7c43e6edfeb112565544c87cc8fd3e05
PWR, except for when it isn't
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
MD5: 7f77d8b27d21290b60734d4af5b7a8eb
SHA1: 8ec15d46e8114be43d1448561ff7b787f534b399
indescriminate leading
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
MD5: a71b96f5b1987f919989ea2c89198981
SHA1: c71aad9d6e48fcf6467284c7a472c4282fa3a324
mitty my beloved
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
MD5: a5c3f6662486499b38c298e708efe819
SHA1: cdb665ab4c3591391db0238ea4f13995a2c5fcfb
now with fewer crashes
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
HBM: gregtech edition
Added
- Custom machines
- 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
- 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
- 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)
MD5: 29346f0fd2cce8a9ff0ce09e73701111
SHA1: ce029afeb5c9686994afd8b05af8d74d0f0aca43