## Added * UAC pistol * Uses the .45 caliber * Cryo cannon * Freezes entities * Can only deal damage to already frozen entities * Damage is proportional to max health, dealing more damage the stronger the mob is * Template crate * A cheap 27 slot crate * Assemblers will insert their loaded template into the template crate after doing one operation with it * Assemblers will also pull templates from template crates if no template is currently loaded * This hopefully makes certain types of automation like AE2 easier as the template is therefore treated like a crafting ingredient that is returned afterwards ## Changed * Making LPG in the compressor now requires two compression steps * This fixes an issue where polymer is unobtainable in 528 mode since petroleum at 1PU not being obtainable * Fire and cryo damage now bypasses glyphid's armor, being unaffected by the armor's damage reduction and not being able to break off armor either * Fire now deals 4x more damage to glyphids * Cryogenic fluids from the chemthrower no longer deal direct damage, instead freezing the target * Once the target is already frozen, it will deal damage and apply the same effects as it used to * Decreased the damage caused by hot fluids in the chemical thrower, regular steam no longer instantly vaporizes nuclear creepers * Decreased acid damage and armor damage for corrosive liquids in the chemical thrower * Glyphid hives have been made half as common, delete your config for this change to take effect * The assembler now uses more modern code that lets it take and insert items from all storage blocks and not just NTM crates * This new code also causes assemblers to only take as many items from containers as are actually required instead of sucking up as much as available whcih would cause clogs * Assemblers and chemical plants now take the required items from containers instantly instead of only taking a single item per tick * The universal projectile entity has been updated, it now uses a much better synchronization and interpolation method that prevents position desyncs after bouncing * This also fixes issues where bullets could not damage multiple entities within the same tick, if they could penetrate them * The old system also had issues with spectral bullets not damaging entities right behind walls, which has been fixed * The coilgun now destroys solid blocks in its path * Glyphids no longer use extended 128 block targeting unless soot pollution crosses a certain threshold (1 by default) ## Fixed * Fixed issue where mk5 explosions would behave weirdly in their origin chunk, often blowing through bedrock and thick layers of concrete * Fixed saturnite rifle disappearing in third person when scoping * Fixed cables not visually connecting to assemblers