## Added * Doors! * Your favorites from 1.12, the 7 remaining doors have finally been ported * Thanks to KoblizekXD for biting the bullet * Rubber boat * Made from latex or synthetic rubber * A much less jankier alternative to the vanilla boat. Rotations are silky smooth and done via the strafe keys instead of based on the player's orientation * Won't break from ramming into blocks * Faster than a regular boat, but will decelerate quicker when there's nobody sitting in it, preventing the boat from drifting off too far when empty * Exposure chamber * Now performs the particle transmutation recipes that were previously done in the crafting table * Stylish as hell * Decoy missile * A cheap tier 1 missile that shows up on radar screens as tier 4 (eg. nuclear) missiles * Printing press stamps * 8 different stamps for printing certain pages * If a meteor dungeon safe is generated without a black book inside, it will generate two random stamps instead * With all 8 stamps, allows you to print your own black book ## Changed * Updated russian localization * Reduced the blast resistance of the large doors from absurdly high to still very but not quite as high * Custom missiles are now launchable using the radar * NTM's structures should no longer spawn in dimensions besides the overworld. Ores will still generate, assuming the config option is set. * Decreased M1tty's radiation resistance * It's really damn cheap, what did you expect * M1tty's helmet now acts like a protective mask * Most non-custom missiles except tier 0s are now assembled in the arc welder * Crafting complexity has been reduced, the recipes only need the three major components without any extra loose plates * Non-custom missiles have been slightly buffed * Explosions are now slightly larger and they use the new cross-detection entity damage code which still affects entities behind small hills that would otherwise be shielded * Explosions now have a 2x larger entity damage radius * Updated the digiminer recipe for mekanism compat * Added config options to the ground water pumps * Missile parts such as non-custom thrusters and fuselages are now made in the arc welder, recipe ingredients have been adjusted as well * Null grenades now have a slightly larger radius, should no longer wipe playerdata and require UNDEFINED to make * Added some breedable material to BFB PWR fuel rods, meaning that the recycling recipes now actually yield a net positive instead of being a massive waste of time * The RBMK control panel has been upgraded * Right.clicking the color buttons will now assign the color to the selected control rods * There's now a new button that allows to cycle through compressor settings on RBMK steam channels * The flux display is now functional. It will display the flux curve of the last 30 seconds, as well as labels for the total flux level. * With the color assigning buttons and the flux display finished, the console is now finally complete * Compressing blood at 4 PU now turns it into crude oil at a ratio of 2:1 * Increased the cap for the overdrive upgrade in acidizers, tier 2 should now yield the proper amount and tier 3 should now be better than tier 2 * The tooltip of valid upgrades now changes when a compatible machine GUI is open ## Fixed * Fixed ancient bug where custom missiles launched using the launch table would not use the accuracy calculation and always be pin-point accurate * Fixed RBMK heat exchangers being able to use heatable fluids that don't have heat exchanger efficiency defined like liquid sodium, heavy water and thorium salt * Fixed RBMK heat exchangers not using the heat exchanger efficiency variable to determine cooling power * Fixed the ballistic gauntlet spawning a client-side ghost bullet that doesn't move or despawn * Fixed bug where different custom machine cores would merge in a stack when picked up, turning them into the same type * Fixed radar screen blips being visible through the back of the model * Fixed desh crate's last half of slots preventing radiation entirely * Fixed large mining drill shift-clicking