## Added * New chemical factory * New form factor, uses a smaller 5x5 footprint * Only does four recipes instead of eight * Double base speed, but also double power draw * Three upgrade slots, upgrades follow the same rules as on the new chemplant * Upgrades stack with the double base speed * Stackable! * Water consumption rate is fixed at 100mB/t for each active recipe ## Changed * The DNT suit now has a damage threshold of 1,000 * Compressed biomass now has a nice cube shape * The new chemical plant's indicator lights are now functional * The new chemical plant can now use upgrades * Reeds now drop sticks when broken * Switching the recipe in the new chemplant now annihilates residual fluid that is not overwritten by the new recipe * I don't know why people wanted this, but here you go * The alternate recipe for oxyhydrogen now uses compressed air instead of nothing * Improved threaded Mk5, should be a smidge faster now ## Fixed * Chemical plant ports. For real this time. * Fixed cable and pipe gauges returning the incomplete delta second value for OC and ROR readers * Fixed new chemical plant not saving power values to disk * Fixed laser rifle scope texture being missing * Potentially fixed shift clicking issue with the new chemical plant * Fixed blowtorch having a minimum gas requirement of 1,000mB despite only using 250mB * The gas turbine now uses audio with a 20 tick timeout, fixing a rare issue where the loop gets stuck and never ends * Potentially fixed a dupe caused by using InventoryBogoSorter in combination with crates