## Added * Nitra * Dropped by the painsaw ability when killing a mob * Can be used to quickly craft standard ammo types in the 2x2 crafting grid * Can also refill empty syringes, making stimpaks * Latex * Can be made from dandelions or from pressing jungle wood * Replaces insulator in many recipes where electrical insulation that is potentially made from brick doesn't make sense, like rubber gas masks, jackets, tools and so on * Latex is interchangable with rubber in all recipes where it's used, but not the other way round * The old insulator is now mainly used for electrical and heat insulation as well as PWR rods * Radar screen * Radars can be linked to one radar screen, which will display all detected blips * Right-clicking the radar screen will open the GUI of the radar that it is linked to ## Changed * Light oil and cracked light oil can now be reformed into large quantities of aromatic hydrocarbons a well as some reformate gas * The painsaw ability no longer drops ammo and syringes, instead it drops nitra * Radars have been completely rewritten * Dots will now move smoothly across the screen, instead of jittering and being bound to the pixel grid * Radars no longer use CPU-intensive full scans of the map, instead of using an optimized search for nearby scannable entities * There's now a dedicated toggle for detecting artillery shells * Radars now have a local area map that can be enabled * The map scans up to 100 points per tick, the display can show 40,000 points * The map will scan loaded chunks instantly, unloaded chunks have a limit 10 chunkloads per tick to prevent excessive lag. Chunks that have not yet been generated yet will show up as black spots, and will never be loaded * The chunk load limit as well as whether chunks should be generated can be adjusted in the machine config file * The map will show terrain height between Y:50 and Y:128, anything outside that range is truncated * Radars now have a second GUI which allows the use of a battery, as well as linking the radar to other machines * By using the number keys, the radar can now launch missiles, ABMs or artillery at the current aimed at position * Radars can be linked to one additional radar screen which shows part of the radar's GUI in-world * The turbofan's afterburner now adds a 33% efficiency bonus for every level. This means that instead of the efficiency remaining constant between levels, a tier 3 upgrade will yield double efficiency. * Reduced the flarestack's base energy efficiency * Trenchmaster armor is now unbreakable * The arc welder recipe for advanced circuits now uses simple insulator instead of gold dust * The arc welder recipes for enhanced and advanced circuits now use only 100mB of fluid instead of 250mB * Completely rewrote the missile base code, missiles now accelerate smoothly instead of in increments and use interpolated movement, making them less jittery * Missiles now have a slightly higher top-speed * Remodeled tier 1, 2 and 3 missiles as well as the anti-ballistic missile * Anti-ballistic missiles now use predictive targeting as well as a heightened sensor range of 1,000 blocks (instead of 500) which should make them a lot more effective * Anti-ballistic missiles accelerate 4x faster than normal missiles and have a 50% higher top-speed * Anti-ballistic missiles can now load their own chunks, allowing them to get to far away incoming missiles without getting stuck * PWRs that have recently been close to unloaded chunks now have a 40 tick timeframe where they are "frozen", only trying to connect to a fluid network but not doing any fission, this should reduce the amount of meltdowns caused by chunkloading * Glyphid hive blocks now have some color variance * Glpyhid spawners now have a unique texture ## Fixed * Fixed thorium bedrock ore using the wrong ore dict key, making it unable to be processed via centrifuge or acidizer * Fixed custom machine NEI slots going out of bounds after the third slot * Fixed bismuth billets not being oredicted, making BFB PWR rods uncraftable * Fixed missile chunkloading having rounding issues, sometimes causing them to get stuck in unloaded chunks while crossing chunk borders * Fixed drones not being listed in the creative tabs * Fixed pre-defined fluid duct items not being being able to be placed where replacable blocks are, eg. water * Fixed horrible gamebreaking bug where the reinforced glass pane has too much blast resistance