## Added * New fusion reactor * More dynamic system with more components to choose from * Models and GUIs that are less eye-bleeding * Plasmas are now represented as a recipe selector instead of dedicated fluids, making the entire thing fully configurable * Despite being recipe based, fusion reactors will still burn fuel at a steady rate * Comes with load-balancing, if the solenoid power or fuel supply drops, the reaction will slow down * This ensures that supply below maximum demand doesn't cause "flickering" due to constantly running out of fuel * Comes with many juicy parts * The plasma vessel is where the magic happens, has four connectors for other parts * Klystron is used to ignite the plasma * Breeding chamber uses the plasma's outout flux to do irradiation recipes * Collector increases byproduct yield * Boiler turns water into SDS * MHD turbine makes power out of the plasma directly at greater efficiency * Coupler turns plasma output energy into usable klystron energy, allowing one reactor to be powered by another, creating a multi-torus setup * Also has full QMAW documentation, if the tooltips aren't enough * Boxcables * Like boxducts, but for power ## Changed * Updated chinese localization * Updated meteors * Meteors will now punch through weak blocks like leaves instead of getting stuck on trees * Meteor impacts now have new visuals * Falling meteors will produce a sound instead of stealthily blowing people up * Fallen meteors will now be placed deeper into the actual crater instead of hovering awkwardly over the hole * Added QMAW pages for the particle accelerator parts along with a PA overview page and a simple step by step construction tutorial * Increased the acidizer partitioner's input limit from 9 to 45 slots * Ammo containers are now functional again * Each gun has a fixed "default ammo" that will be given * Grants ammo for up to three held guns, selected randomly * Ammo given does not respect caliber conversion mods * Amount of ammo given depends on the mag size and type of ammo * Most pistols and low capacity rifles will get two reloads worth of ammo * High capacity rifles will typically get only one magazine * Rocket launchers typically only get a small amount of rockets * The fat man only gets a single nuke * Certain legendaries do not give ammo at all, they are omitted when three randomly held guns are selected * Ammo containers are now found in more itempools * The arc furnace input queue can now be moved into the recipe grid if the lid is at least slightly open instead of requiring a fully opened lid * This means that in system with slow input, the time window when items can be added to the arc furance is now more forgiving * Pipe anchors now have a look overlay showing the currently configured fluid type * Removed ammo duping using nitra, instead, four large piles can now be combined into an ammo container * Ammo containers crafted from nitra cannot give "expensive" ammo types * This mainly excludes mini nukes and .35 * Comes in a distinct blue color instead of military green * Makeshift containers also yield only half as much ammo as regular ones * Using a defuser, creepers can now be rendered harmless manually * Defusing creepers now also works if the creeper hasn't lit its fuse yet * Defused creepers are now permanently harmless, they can no longer be manually re-ignited at all * Manual defusers now also affect big man johnson * Defusing only works if the timer is active * The glpyhid will explode instantly, but only about as powerful as a conventional rocket, not destroying blocks * Doing so will also drop one usable demolition mini nuke * The painsaw ability no longer plays the blood splash particle effect * Instead, it will outright gib the target * Pile plutonium rods can now be reprocessed in the PUREX in addition to the old anvil recipes * The recipes require 100mB of sulfuric acid and 100HE/t, the lowest requirement for all reprocessing recipes * The recipes are part of a shared auto switch group, meaning that even if different rod types are produced, only one PUREX is necessary * Grass is no longer a valid paint block for paintable cables and ducts * Multiblocks are no longer affected by collapses caused by nuclear explosions * The old NITAN powder chests have been removed * In their place, there's now a different, more useful structure with similar but not identical spawn rules * ROR controller torches can now set the threshold of particle accelerator dipoles * Removed the legacy recipes from the terra drills * Slag can now be cast into ingots * Re-solidifcation of bedrock ore crumbs now requires ore slop instead of nitric acid * Due to ore slop being only obtainable from processing raw bedrock ore, this places a hard cap on how many times a single ore can be re-solidified out of crumbs * This approach means that crumb yields don't have to be nerfed, and prevents that issue from popping up again should there ever be a new, more efficient processing path * Rewrote the ore layer generator (hematite, bauxite) to be way more performant during worldgen * The mining laser can now be stopped by applying a redstone signal to one of the ports * Ionized particles can no longer be liquefacted into helium-4, helium is now a direct liquid byproduct of several fusion reactor recipes * Adjusted schrabidic acid recipe to account for higher ionized particle yield ## Fixed * Fixed arc furnace only allowing electrodes to be inserted when the lid is down instead of up * Fixed issue where the `amounts` tracker wasn't being used correctly when using a custom acidizer config, preventing the acidizer partitioner from working * Fixed multi fluid ID search potentially not working on systems with a non-latin locale * Fixed particle accelerator source working even if not cooled * Fixed foundry channels being overly laggy in certain setups * Fixed potential mod incompatibilities with world generation mods that use outdated forge hooks * Fixed the buzzsaw not properly replanting trees using the `leaves2` block type * Fixed creepers regaining their exploding AI task upon relog, if defused * Fixed assembly and chemical factories not properly saving their recipe fluid buffers * Fixed light blue and light gray dyes not working when dyeing cables * Fixed bismuth armor not having a valid repair material * Fixed compressors needing at least one mB of fluid more to process a recipe than necessary * Fixed many NTM structure spawn conditions being hardcoded (again) preventing them from spawning in modded biomes that would otherwise be a fit * Fixed spawn offset for some structures which caused them to float in the air * Fixed icons in the QMAW title bar often times being too dark when rendered with a 3D model * Fixed rocket artillery modes having incorrect tooltips