## 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 rone 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)