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

the heinous slop

30 Jun 17:14
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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

18 Jun 18:59
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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

16 Jun 21:44
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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

09 Jun 19:08
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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*

29 May 14:49
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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

my tummy is so full of silicon monocrystals yum

26 May 19:15
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Due to large changes regarding both wires and circuits, it's likely that most custom recipe configs are not compatible with this version. The game is going to work, but the affected recipes (a ton) are going to break.

Added

  • Arc furnace
    • A large version of the arc furnace that can do several types of recipe
    • Solid mode smelts items like a furnace, however to work the recipe needs an ingredient or result that is oredicted as either an ore, block, ingot or plate
    • Liquid mode smelts items like a crucible would, effectively liquiefying metals. Non-castable materials are voided
    • Both modes have arc furnace exclusive recipes (smelting sand/quartz/fiberglass into silicon)
    • Can be upgraded only with regular speed upgrades
  • Soldering station
    • Works similar to arc welders
    • Used to assemble circuits from parts
  • New circuits
    • The old circuits will be phased out, the items remain but can be recycled
    • Circuits use an entirely new approach for crafting, instead of upgrading tiers constantly, all circuits are made from common parts
    • Circuits can be automated entirely with only autocrafters, presses and the soldering station, no assembler or chemplant required
    • Legacy circuits can be recycled in any anvil, yielding the roughly equivalent new circuit

Changed

  • Updated russian and italian localization
  • Nerfed conventional explosives (dynamite, TNT, semtex, C4) in order to not outclass small nukes
  • Plastic explosive blocks no longer drop and blocks
  • Sellafite diamond ore now shreds into diamond gravel
  • ICF vessel blocks now use half as much fullerite as before
  • ICF capacitor and turbocharger blocks are now quite a bit cheaper
  • MEP is no longer self-igniting
  • The foundry storage basin now holds 4 blocks worth of material instead of 1
  • The small arc furnace is being retired and is no longer craftable. However, it will still function, and it can use any type of electrode without depleting it
  • Wires now use the autogen system and are oredicted with the "wireFine" prefix (equivalent to GT fine wires, 1/8 of an ingot)
  • Removed the assembler recipes for wires
  • Increased the maximum durability for all stamps
  • All upgrades now use the soldering station for their recipes, except for overdrive
  • Overdrive upgrade recipes have been rebalanced

Fixed

  • Fixed missing localization for meteorite ores and the new crucible materials
  • Removed the starmetal crystallization recipe, despite starmetal ore no longer existing
  • Fixed the ICF structure block detection being incorrect, omitting some parts
  • Fixed armor mods adding health showing only half as much as they actually do
  • Fixed RBMK fuel xenon burn function being described wrong
  • When converting ComparableStacks to ItemStacks, there is now a check that replaces null items with the nothing placeholder, fixing crashes caused by incorrect recipe configuration
  • Fixed item icon lighting in the anvil's search field
  • Fixed custom machine NEI handlers (again)
  • Fixed FEL making sounds when turned on but not actually active

And now for something interesting

The cost for circuits after the update

  • Vacuum Tube
    • 1 Glass Pane
    • 1/8 Tungsten Ingot
    • 1 Insulator
  • Capacitor
    • 1 Insulator
    • 1/8 Copper Ingot
    • 1 Niobium Nugget
  • Analog Circuit
    • 6 Insulators
    • 1/2 Lead Ingot
    • 1/4 Copper Ingot
    • 2 Niobium Nuggets
    • 1 Glass Pane
    • 1 Gold Ingot
  • Integrated Circuit
    • 5 Insulators
    • 1/2 Lead Ingot
    • 1 Gold Ingot
    • 4 Silicon Wafers
    • 1/2 Copper Ingot
  • Military Grade Circuit
    • 22 Insulators
    • 1 Lead Ingot
    • 2 Gold Ingots
    • 16 Silicon Wafers
    • 1/4 Copper Ingot
    • 4 Niobium Nuggets
    • 2 Rubber
    • Sulfuric Acid
  • Versatile Chipset
    • 55 Insulators
    • 1 1/2 Lead Ingots
    • 3 Gold Ingots
    • 3 1/2 Copper Ingots
    • 24 Silicon Wafers
    • 24 Niobium Nuggets
    • 4 Bismuth Nuggets
    • 4 PVC/Hard Plastic
    • Solvent

The cost of circuits before the update

  • Basic Circuit
    • 1/8 Aluminum Ingot
    • 1 Redstone
    • 1 Steel Ingot
  • Enhanced Circuit
    • T1 Circuit
    • 1 1/2 Copper Ingot
    • 1 Quartz
  • Advanced Circuit
    • T2 Circuit
    • 1/2 Red Copper Ingot
    • 1 Gold Ingot
    • 1 Insulator
  • Overclocked Circuit
    • T3 Circuit
    • 1/2 Gold Ingot
    • 1 Lapis
    • 1 Bakelite/Polymer
    • Petgas
    • Hydrogen Peroxide
  • High Performance Circuit
    • T4 Circuit
    • 1/2 Schrabidium Ingot
    • 1 Diamond
    • 1 Desh
    • Mercury
    • Hydrogen Peroxide

Small reminder that each circuit contained the previous tier, which means the costs accumulate with each tier. New circuits use largely common parts while each tier of the old circuits would use entirely unique materials. Thanks to Nootles for making this list.

MD5: 8221582ef7ac7ca02a76e87051bee7ae
SHA1: ce3ebaa8f5a6ff620f314ffed6fc27d3032174b0

prohibitively expensive

12 May 20:44
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Added

  • ICF pellet maker
    • Can create custom ICF fuel pellets
    • Pellets use binary fuels, meaning they need two different fluids, two different solids or a solid and a fluid
    • Optionally, the pellet maker can accept muon capsules, each capsule can add muons to up to 16 pellets, reducing the laser input requirement
    • Fuels currently only have default stats, custom stats will be added in the future

Changed

  • To make balancing easier, ICFs will only directly convert 25% of incoming laser heat into output heat when there is no fuel pellet loaded, meaning when using fuel, direct heating does not apply
  • The ICF should now display its relevant values using Energy Control screens
  • Sodium and calcium are now valid crucible materials
  • All RBMK models that render as TESRs now use VBOs which should make them somewhat less laggy
  • Blocks like explosive charges, radioactive barrels and so on which used to explode instantly when destroyed by another explosion, now behave more like TNT, spawning a primed version of the block that is knocked back by the initial explosion
    • This fixes an issue where spamming too many blocks like that could potentially crash servers
    • Most explosives go off after a short delay, flammable barrels however will explode on impact
  • Removed unused permanent wings
  • Added recipes to the ICF parts, the ICF can now be made in survival mode (recipes are still subject to change)

Fixed

  • Fixed ICF laser parts being considered valid when bordering an otherwise invalid dependency block
  • Fixed soyuz launcher NEI recipe showing the wrong amount of items
  • Fixed infinite xp exploit by constantly smelting and cooling things like meteorite ingots
  • Fixed centrifuge speed upgrade tooltip
  • Fixed smokestacks not working with a lot of machines
  • Fixed soot values being completely off for most machines
  • Fixed glyphid scouts not spawning in the daylight in rampant mode

MD5: 132c8e87dc028023b125dddf5b9eb6e4
SHA1: 0d3da5e93d377de4ade981fff59aee195f971a34

[ frantic autism music ]

05 May 19:06
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Added

  • New meteorite ores
    • All previous meteorite ores have been removed (each took up an entire block ID...) which have been replaced with a single block that uses metadata
    • There's now only five variants with the contents chosen to be especially useful in earlygame: iron, copper, aluminium, rare earth and cobalt
    • Each ore smelts into 16 items, except for cobalt which yields only 4 ingots
    • All meteorite ores are now equally likely to spawn
    • The new ores can only be smelted, shredding or other processing is not possible
  • ICF (WIP!)
    • A new tier of fusion reactor that replaces the FWatz
    • Powered by external lasers which are dynamic multiblocks, using fuel pellets
    • Construction of lasers: Place a controller, then a straight line of cells behind it, surround those with flash tubes, those with capacitors and optionally those with turbochargers (not recommended as of now)
    • Stuff left unfinished:
      • Pellet creation and recycling
      • Final balancing (especially for lasers and cooling)
      • Uses for stellar flux
      • Crafting and assembling
    • Cooling this reactor is exceedingly difficult due to the limitations of heat exchangers and the relatively low heat capacitor of most available coolants, there will most likely be more powerful ICF-exclusive coolants in the future (liquid lead? sodium compounds?)

Changed

  • Updated russian localization
  • Added italian localization
  • The Souyz' recipe is now available in the standard template folder
  • Removed some unused crap
    • UV lamps (2 IDs)
    • AMS (9 IDs)
    • Rotary engine (1 ID)
    • FWatz (8 IDs)
    • Meteorite ores (10 IDs)
    • Tiny nuclear rector (1 ID)
  • The small oil heaters are no longer craftable and the NEI handler has been removed, however existing ones can still be used
  • The loot pool for meteorite treasure blocks has been updated
    • Treasures are no longer senselessly progression breaking, radioactive or plain stupid (whole-ass machines inside meteorites)
    • The treasure now consists of mainly some rarer earlygame ingots, circuits, some gear, a small selection of armor mods and alexandrite (rare)
  • Schraranium processing now yields neptunium as a byproduct instead of plutonium, making neptunium easier to automate outside of the cyclotron
  • Using the guide book now opens a link to the new wiki
  • Certain earlygame things can now be recycled like stirling engines and gears
  • Antenna part recycling has been moved to the anvil
  • NTM's pickaxes now have a break speed bonus for glass
  • Renamed the foundry slag outlet to foundry spill outlet because people always assume it's for slag and only slag (it is not)
  • The description for heatable/coolable fluid tags is now written in the same line as the label
  • Rubber can now be made from acidizing latex with sour gas (requires just 25mB)
  • Heating oil can now be reformed into naphtha
  • Coker naphtha can now also be reformed like the other naphtha types (yields refgas instead of petgas as a byproduct)
  • Drainage pipes will now violently explode when voiding antimatter
  • Seeding slurry can now place grass over dead grass
  • Added an extra digit to the heat exchanger's configuration panel, allowing effective utilization of all 24,000mB per tick
  • Biomass can now also be made from cactii

Fixed

  • Fixed DFC receivers not outputting power
  • Fixed the custom machine NEI handlers not working
  • Fixed a potential crash caused by invalid assembly templates
  • Fixed general weirdness with the schrabidium transmutator item IO
  • Fixed certain tooltips using the backslash escape character despite not needing them
  • Hopefully fixed the immense lag caused by tom post impact mechanics, burning grass will now only spread 20% of the time (instead of 100) and the world destruction handler will only process half the blocks per chunk
  • Hopefully fixed an issue where substations would not reliably connect to cable blocks
  • Fixed assembler rendering bugging out with Angelica installed and a door template loaded
  • Fixed medium pylon localizations
  • Fixed crash related to spotlights
  • Fixed RBMK auto rod recycling yielding the wrong items
  • Fixed the bobblehead and snowglobe breaking behavior being weird, causing them to drop in creative mode when broken and allowing shredded plastic to be duped using the auto shredder ability

MD5: 412f1bb2516e1d043e793720e2307aea
SHA1: 725b59e3f8bfcd237528e490c67711a9628e5283

nor the gloom of night

21 Apr 19:38
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Added

  • Bismuth bronze and arsenic bronze
    • Kind of self-explanatory
    • Can be made into anvils, allows for an alternative that doesn't involve 10 entire ingots of bismuth for a single anvil

Changed

  • Arsenic is now made from only 16 oils scrap (instead of 256) in an ore acidizer using high-performance solvent (instead of chemical plant using sulfuric acid)
  • Meteorite and starmetal anvils have been replaced with desh and saturnite ones
  • Increased the nuke flash' intensity, having 100% occupancy at the peak instead of 80%
  • NTM now has integration for GTNH's fork of NEI, listing all valid crafting machines on the side of the recipe page

Fixed

  • Limited assembler input to up to 10 attempts per ingredient, fixing a rare issue where the assembler freezes the server when pulling items
  • Fixed fallout effects not loading chunks
  • Fixed RBMK steam channel recycling recipe
  • Rewrote the transfer part of the power system again
    • The current system is a hybrid of the previous transfer code and the old system
    • While a little bit slower than the previous transfer code, it is still much faster than the old system
    • This should fix issues caused by order (as order is now entirely irrelevant, just like with the old system) as well as issues caused by buffers wasting transfer capacity doing nothing

MD5: 146328aabb81a3f0276cf4c6eb88c97b
SHA1: 3e648a16bdfe7d643f4541131e333087b60dcadf

The fixening

18 Apr 12:58
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Changed

  • Large models no longer use display lists, instead their rendering makes use of the more modern VBO system
    • Models using VBOs should now render slightly faster
    • This also fixes an issue with Angelica where certain parts of the model would render transparently
  • All pylons and electrical connectors are now dyeable, using any dye (even modded ones, based on ore dict) to change the color of the cable
    • Colors are based on the connecting pylon, not the cables themselves, meaning that using one dye will change all wires connected to that pylon right up to the half way point
  • Glyphid behemoths now spew sulfuric acid instead of hydrogen peroxide
  • Glyphid brawlers can now leap at nearby players
  • The structure config has changed
    • Instead of a central toggle for enabling/disabling structures, there's now three possible settings, enabling structures, disabling structures or making structure spawn respect the setting from the world creation menu
  • Pressurized gauges like for the vacuum refinery and hydrotreater no longer have slots for item barrels (as those would logically not work), instead they show a pressure symbol
  • Auditory geiger counters in armors will now click based on the radiation level inside the suit, i.e. the effective exposure for the player
  • Diamonds are now a valid crucible material, turning into carbon at a 1:1 ratio (like graphite)
  • Emerald is also a valid crucible material now, turning into beryllium at a 4:3 ratio
  • Emeralds can now be mined as bedrock ores with a weight of 50 (half as common as iron, as common as redstone)
  • Tritium lamps are now substantially cheaper
  • Glyphid scouts can now spawn during the day when rampant glyphid spawning is enabled (artificial light however will still prevent them from spawning, keeping them out of bases)
  • Balefire now has a much higher ignition radius
  • Balefire becomes darker the more it spreads, making it possible to gauge how much further or if at all the balefire will spread
  • The comparator output range of the pile fuel rods has been adjusted, allowing rods to be ejected exactly when they turn into bred uranium rods

Fixed

  • Fixed rocket artillery turret not saving loaded ammo type/count
  • Fixed crash caused by custom missile launchers operating without designator
  • Fixed meltdown elementals rendering their beam in the NEI spawner screen, causing extreme lag or the game to freeze
  • Fixed certain incompatibilities with Angelica, like machine models being transparent and connected texture blocks not rendering at all
  • (Hopefully) fixed the issue of balefire spreading forever for good
  • Fixed stirling engines not outputting into cables
  • Power buffers (i.e. things that act as both providers and receivers in the same network) now have the lowest sending priority (sending priority didn't exist until now), preventing them from wasting transfer capacity by ping-ponging before all other relevant parts of the network are done transferring
  • Fixed potential issue causing diodes to consume negative energy

MD5: 1462f98166eb1c6fbbec7b91de284113
SHA1: 646f18692996dba9be1742ad6977a5c99671748f