##Added * CRTs and toasters * Found in the new silo structure * Sentry turret "Edwin" * A broken down version of the sentry turret with infinite power and ammo * Also found in the new silos * Launch code piece * A rare drop from hostile mobs * 8 of them can be combined into launch codes, which are required to launch the missile found in the silo * Single-use * Launch key * The key is required to launch the missile found in the silo ## Changed * Updated chinese localization * Tweaked super shotgun animations, added config for changing the animation style * The benelli now has reloading animations and the drum mag as advertised * Tom will now explode close to bedrock even when not hitting a block * The assembler recipe config now uses the same system as all other recipe configs, the file has moved into the `hbmRecipes` folder * Old files are still compatible if moved to the new folder, since the base structure of the recipe file is the same * Recipes should work as expected with the `/ntmreload` command * Recipes now have an optional list for specifying which template folder they are made in * Electrolyzing heavy water now has the same yields as regular water, I don't remember why this incsonsistency existed and there was probably a reason for it but I don't care * Electrolyzing fluids now only takes 20 ticks instead of 60 * Batch sizes for water and heavy water have been doubled, effectively increasing throughout 6x * The throughput for electrolysis on chemical plants has been halved (but heavy water still has the output buff, effectively remaining unchanged) * Custom machines now have an optional localization field which allows translations to be added within the config * The congo lake now has reload and better firing animations * Improved shift clicking for centrifuges, acidizers, electric furnace, arc furnaces and arc welders * Schrabidium transmutation by fallout is now limited to the inner 40% of the sellafite conversion radius * Fluid traits are now listed in a fixed order instead of being arranged randomly * Hidden fluid trait descriptions will now be added below the visible part of that trait instead of below the last visible trait * The methusalem turret no longer drops anything when broken * Gaseous fuels now have a combusion multiplier of 1.5 instead of 1.25 * LPG now has half the base burn value, preventing an unreasonable jump in efficiency simply by liquefacting petroleum gas * While overall slightly less efficient that petroleum gas per unit of petroleum needed, LPG is still very much desirable due to being much easier to burn at max efficiency * The ZPE is no longer craftable in 528 mode * The silo structure has been remade. Instead of a concrete hole with a single small control room, it's now a much larger multi-level silo with a small bunker complex * The silo will spawn with the new large silo hatch, as well as a structure-only variant of the silo launch pad * The silo has a damaged version of the doomsday missile loaded, which can be launched using the launch code and launch key * The missile can be released from the launch position, which renders it inoperable. Repairing it will make it usable again, as well as increase the yield considerably ## Fixed * Fixed the structure toggle on the world creation screen not working correctly on most world types * Fixed antiknock having a broken sprite and localization * Fixed crash caused by fallout affecting spotlight blocks, crashing the game * Fixed 528 mode bedrock ore replacements not working * Fixed potential crashes with improperly configured custom machines * Fixed misspelling in the custom machine config template