## Added * Powered drill * Gasoline-fueled mining drill with AoE * Uses the gun system and therefore does not have configurable abilities * Mining level of iron tools by default * AoE, melee damage, reach and mining level can be upgraded with drill bits * Mining speed and fuel used can be changed with engines (diesel, aviation, electric, turbo) * Fortune can be added as mods (both mods do in fact stack, yielding fortune III) * Not a precision tool, intended to be used alongside pickaxes instead of replacing them * Despite this, sneaking allows the AoE to be disabled * Unlike pickaxes, shows a preview for what area is to be mined * Due to not being considered a tool like a vanilla one, it's not affected by dig speed penalties from fatigue, being underwater or on a ladder ## Changed * Updated russian and chinese localization * VNT type explosions now track affected block positions when the explosion events fire, this should ensure compatibility with mods that rely on that * For example, this should make ForgeCreeperHeal work with most of NTM's explosions * Obliterated standard fluid IDs * The multi ID is now a lot cheaper * For convenience in the creative tab, fluid IDs are now listed with all fluids pre-defined, just like how the old IDs were available * The multi ID now changes metadata based on the selected fluid type, allowing it to be usable for crafting pre-defined pipes * The multi ID fluid selector now displays fluid traits in addition to the name when hovering over an icon * Added more values to the data table returned by RBMK consoles via OC integration * The conveyor ejector now has a "only take maximum possible" toggle * Enabling this means that, if stack ejection upgrades are installed, only stacks that meet the limit can be ejected * Items with a lower maximum stacksize will be ejected regardless * Survey scanners now pick up bedrock oil * The conveyor sorter filter slots now have directional labels instead of only color coding * Apparently color blind people exist? * Conveyor sorters can now process boxes * All stacks are sorted individually, and each batch of items that comes out of one side is sent as a box * Conveyor boxers can now accept boxes, this is useful for batching up partial boxes that come out of sorters * Conveyor inserters can now accept boxes directly instead of causing them to burst open * Conveyor inserters now have a special rule when supplying an arc furnace where instead of trying a full stack and then one item, the first always failing and the last being too slow, they will supply the slot target amount instead * Given the cycle delay and the lid's movement speed, the inserters should now be fast enough to fully supply a speed III arc furnace * Skeletons can now be gibbed by explosions, although it will spawn clean bone particles and omit the gore splash effect * Polymer power tools now only have AoE 1 instead of AoE 2 * The fluid container NEI handler now also includes the empty container, making it easier to find what fluids a canister for example is usable for * Changed Mk2 infinite water barrel to use generic cast parts instead of a very specific type of pipe * Retextured the multi fluid IDs to look more like the old IDs they replaced * Logistics provider and requester crates can now only connect to a path node if that path is a dedicated waypoint * This means that requesters and providers will no longer connect automatically, a logistics net now requires at least one dedicated waypoint * This also means that in larger networks with many providers and requesters, all the useless connections between them which scale exponentially will no longer exist * This is a band-aid fix for logistics nets destroying the game even at lower scales due to the path finding being unperformant as hell * The system will have to be reworked entirely sooner or later (ough) * PWR parts have been moved fro mthe workbench to the assembler * Rebalanced a lot of expensive mode recipes * Some oil proc machines are now a tad cheaper * Extensive boards now use four rubber bars instead of gold wires * The CCGT is now considerably cheaper, using similar materials as a turbofan * Fusion reactors now use welded tc/cd alloy again * 256k tanks now use half as much steel * Gerald is now way more expensive * PWR parts are now subject to expensive mode * Fluid container items now keep their custom name when filling or emptying ## Fixed * Fixed the T-51b set not having radiation resistance * Potentially fixed a crash on thermos-derived servers involving the flow control pumps * Fixed crash caused when another tile entity replaces an RBMK component due to an unchecked cast * Fixed constant cascading chunk gen caused by meteorites and flower patches * Fixed garbage loot pool sometimes producing "stone wires" * Fixed mining lasers targeting blocks with the "gas" material * Fixed gun looping sounds behaving weird when moving while firing * Fixed an issue where weapon mods with the highest stat change priority would break the mod sorting, leading to inconsistent behavior * Fixed fluid container items breaking when NBT is attached to them * Potentially fixed a mod conflict where corium fluid would crash when flowing into water