## 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 ## Changed * 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) ## 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