## Added * Plushies * Bedrock sellafite * Replaces bedrock in the bottom of craters * Looks exactly like slaked sellafite while inheriting all other traits from bedrock (unbreakable, high blast resistance, no mob spawning) * Overall large craters no longer have the unsightly weird bedrock layer at the bottom ## Changed * Updated chinese localization * The fluid burner, heat exchanging heater and cooling tower now use the single steel pipe items instead of the larger steel pipes * Reduced the amount of condensers needed for crafting the cooling towers * Liquefactors and solidifiers now have a base processing time of 5 seconds per operation (instead of 10) * Added some info to the coltass about how the coltan deposit works * Moved some NEI handlers around, fluid containers are now listed last and radiolysis is now listed right after cracking, since they have the same recipes * The autocrafter's inputs are now limited to 4 items per slot * Autocrafters can now receive stacked items again (except for items with containers), if they do not exceed the 4 item threshold * Bedrock ores now produce bedrock ore fragments instead of straight outputs, one fragment is equivalent to a nugget * Fragments also differ in stack size when produced, most primary fractions yield 9 (equal to the previous full powder), but things with lower demands/higher value like bismuth now yield substantially less * The base speed of the large mining drill when mining bedrock has been reduced by 80%, it is now advisable to either invest in upgrades early on or use multiple drills * The bedrock ore processor now has a base speed of 30 seconds * Standard, special, HE artillery shells and most missiles now use updated explosion animations * Decreased hardness of slag blocks * Removed legacy circuits * Removed a bunch of random unused items * UF6 and PuF6 tanks are being phased out, the blocks will remain for now but functionality and recipes have been removed * Centrifuges are now configurable via `hbmMachines.json` * Updated refinery GUI * Crayons now require paper to craft, fixing an issue where some recipes conflict with the dye mixing ones * Halved energy consumption for night vision goggles * Solid rocket fuel now uses 100mB of nitric acid instead of redstone and niter * The nitric acid from sulfuric acid recipe in the chemical plant now yields 1,000mB instead of 500 * Liquefacting niter now yields 750mB instead of 250 * Increased demand for coking sour gas to 1,000mB instead of 250 * This means that sour gas now has a lower concentration of sulfur, making reforming competitive again compared to the previously buffed coking + mixing * Disperser canisters are now listed below grenades in the creative tab ## Fixed * Fixed crash caused by decontaminating items with the radiolysis machine * Fixed ICFs not forming correctly depending on the orientation * Fixed electrolyzer metal recipe config not working * Fixed the meteor charms not working when used on helmets * Fixed NEI handler for the ICF's consturction showing inconsistent values * Fixed radiolysis recipes not showing up in NEI unless the usage recipes are loaded first * Fixed autocrafter's grid not properly updating when using NEI drag and drop for the filter * Fixed all carbon-based crucible materials having the wrong ID, this fix will shift IDs but prevent collisions with silicon * Fixed primary bedrock ore fraction roasting yielding one extra pile of crumbs * Fixed filing cabinets being unreasonably laggy due to the old packet code * Fixed the secure access door taking way longer to craft than any other door * Fixed issues with the spotlight crafting recipes * Fixed various issues with opencomputers integration * Fixed incorrect armor mod descriptions being shown for cards * Fixed mobs being able to spawn on bedrock ore and bedrock oil