## Added * Silo hatch * The final missing door from 1.12, remade from scratch * Comes with a brand-new model that fits perfectly over 3x3 missile launch tubes * Has a 5x5 frame * Molysite * Found in basalt from volcanos * Can be combination-smelted into iron and chlorine * Don't make me pull another chlorocalcite * Rad volcanos * Created when fallout affects a volcano core * Uses a new volcanic lava type that produces sellafite, as well as sellafite gem ores * Radioactive gem * Created when fallout affects diamond ore, or if radioactive volcanic lava touches diamond ore * Currenly only used in the radiation powered engine as powerful long-lasting fuel * When depleted, turns back into a regular diamond ## Changed * Simplified door recipes * Fissure bombs now require tantalium * Removed the "nerve agent" hazard class because no gas used it * Fissures now continuously spawn volcanic lava, making basalt renewable without having an entire volcano * Volcanic lava now turns diamond ore into gem-rich basalt ## Fixed * Fixed sellafite emerald ore being oredicted as emerald dust * Fixed fire replacing petrified wood, creating tons of dead trees with holes in them * Fixed inconsistent scaling with nuclear missiles * Fixed BFB rods being called ZFB in hot and depleted variants * Fixed infinite water barrels voiding water completely after the chemplant's input buffer runs full, infinite barrels can no longer void water in chemplants * Fixed fallout affecting things on Y:0 like bedrock ores and oil * Fixed projectiles not being able to pass through open doors * Fixed material dupe caused by strand caster overflowing * Fixed rampant mode glyphid scout spawn ignoring light level * Fixed glyphid diggers' debris attack being able to break concrete * Fixed `canLaunch` function of custom missile launch pads demanding a designator, preventing launch pads without designator from working even when the position is supplied by a radar * Fixed none of the helmets or filters protecting against corrosive gasses (blistering agents) like mustard gas * Fixed fallout layers being able to generate below roofs * Fixed exposure chamber not saving anything to NBT besides slots * Fixed crash caused by wearing the full PaA set and then putting on an HEV helmet (why would anyone ever do this??)