## Added * More custom machine parts * Custom machines now have a neutron acceptor which allows them to use flux from the breeding reactor in recipes * There is now a heat acceptor which can accept heat from things like fireboxes or electric heaters * Also added a config option to create pollution * Hydrotreater * Tier 3 oil machine (on the same level as vacuum oil and reforming) * Can de-sulfurize oil, which allows extraction of sour gas directly from crude oil * Using desulfurized oil skips the (rather destructive) desulfurization process of the standard refinery, yielding higher-quality oils * Hydrotreating also allows cracked diesel variants to turn into their normal counterparts * Can convert coal oil directly into coal gasoline * For people afraid that this means yet another oil expansion that they need to progress through, I can assure you that this machine is entirely optional * Rural house * A new structure of an old brick house * Industrial lighting * Three new lamps that project out a beam of light for more coverage * Cage lamps are made from tungsten filaments and project light by 2 additional blocks * Fluorescent lights are made from mercury and project light 8 blocks, they also connect with each other to form light strips * Halogen floodlights are made with bromine and cast a light beam 32 blocks long * Lights are on by default and can be toggled with redstone * Tritium lamps have also been retrofitted with longer range lighting, casting beams in all cardinal directions for 8 blocks * Launch pad * The standard launch pad is now a 9x9 platform that changes depending on what missile is loaded * Missiles now have to be fueled like they would need to be on custom missile launchers * The old launch pad has been renamed to silo launch pad and has kept the same rough shape * Launch pads can still receive missiles from hoppers, however they now have a loading delay, making missiles no longer spammable from a single launch pad * Large launch pads have to physically lift and place the rocket onto the pad, while the silo launch pad has a refueling delay * Custom missiles are not yet usable on the new launch pad, for now they still require the dedicated custom missile launch pads * Large silo hatch * Because the new nuclear missile model is too fat, there's now a larger silo hatch * Has a 7x7 footprint and a 5x5 opening * Bedrock ores for neodymium and rare earth chunks ## Changed * Deco bocks now drop all of the time, but they drop themselves instead of ingots * To get the ingots, deco blocks now have to be deconstructed in the anvil, yielding an ingot 25% of the time * If I see one more person complaining about the chances I'm reducing it down to 10% * Catalytic reformers now have a tooltip informing about the need for a catalytic converter * Several guns now have reload animations including most .357 revolvers and Samuel * Updated stealth missile texture * Some of the larger oil machines now render using display lists which should make them somewhat more performant * Glyphid diggers can no longer yeet multiblocks or blocks with a tile entity * Parasite-infested glyphids now explode into gore when the parasites pop out * Missiles now have a top acceleration twice as much as the previous acceleration, but instead of being static, the acceleration goes up from 0 to max within 3 seconds * This makes missiles reach top speed faster while also making the launches themselves slower and more pleasant * Strange stone can no longer be destroyed via AoE, making it easier to find without accidentally mining it * Launch pads now spawn launch smoke just like custom missile compact launchers * Remodeled all tier 0 missiles * Tier 0 missiles now have a much thinner contrail to match their size better * Covneyor ejectors can now eject sulfur out of the side ports of refineries * Refineries and vacuum refineries now have fluid ID slots for changing the recipe * Removed the remaining old oil separation recipes from the chemical plant * To help people coping with this terrible, terrible loss, fraction towers are now twice as fast * This is a reminder that the chemical plant is a chemical reactor first and foremost, recipes like mixing and fractioning only existed because at the time there was no dedicated machine for it * Fractional distilling is not a chemical process but a purely physical one, I don't know who needs to know this but I feel like some people might be unaware of the fact * More large models have been converted into display lists which should improve performance somewhat * Corroded barrels now crumble after a while * PWRs on the edge of unloaded chunks now additionally reset their internal heat value to further reduce the time until they can potentially melt down * Removed the assembly recipe for the radial engine since it will be retired soon * Removed the endo and exothermal missiles * Doomsday missiles are no longer laggy cluster missiles, instead they are now near-identical to thermonuclear missiles but with an added fallout radius of 100# * Fallout rain now uses the same variable length code that the MK5 uses for optimal tick utilization, making it a lot faster * Lighter sellafite variants should no longer replace darker ones in overlapping craters, making bombed-out landscapes look more natural * Fallout's range-based effects now have a more natural gradient instead of creating smooth rings * Fallout has been made significantly darker and less saturated to blend in with the crater more * Except for solid fueled missiles, all missiles are now fueled in the launch pad and no longer need to be crafted with fuel * Missile fuel types have been adjusted * Tier 0: Solid Fuel * Tier 1: Ethanol + Peroxide * Tier 2: Kerosene + Peroxide * Tier 3: Kerosene + LOXY * Tier 4: Jet Fuel + LOXY * The micro EMP has been made cheaper, while the schrabidium missile has been made more expensive * Oxyhydrogen can now be made by mixing air (i.e. nothing) with hydrogen * The oxygen + hydrogen recipe remains in order to give an option to void oxygen without needing to resort to flare stacks * Removed some of the lower tier items fomr the red room loot pool, making the average red room better * Retextured the fallout effect, fallout no longer has large snowflakes and the color now matches the crater better * High-yield mini nukes no longer create chunk radiation, since they use the MK5 which already has AoE radiation, this prevents dead grass from spawning that makes the crater look uglier * Balefire spread is now limited to prevent densely vegetated biomes from lagging to hell * The bricked furnace now makes charcoal twice as fast * Combination ovens no longer need two welded copper plates and instead only cast plates, therefore no longer being post-arc welder. This should make it more affordable and useful in the initial earlygame where things like automatic wood farms are most important. * Any water-like extinguishing fluid shot from the chemical thrower can now wash away fallout layers * Overhauled the Mk.III life extender * The assembler recipe has been replaced with a simpler but more expensive workbench recipe * Instead of taking up the chestplate slot, it's now an armor mod worn in the insert slot * The armor no longer gives absorption, instead it adds 25 points to the shield count * The +25 bypasses the shield limit of 100, meaning that with enough shield infusions, the total maximum is now 125 * The likelihood of uranium ore turning into schrabidium from full-sized nukes is now 10% instead of 1%. Conversion rates for small dirty explosions such as radioactive barrels remain unchanged. * Fallout layers will no longer affect players in creative mode * Rare earth chunks are now centrifugable, yielding larger quantities of the elements that are most needed earlier in the game * Tier 3 missilles no longer need large fuel tanks and thrusters, instead they use two medium fuel tanks and four medium thrusters * Tier 4s now need three thrusters * Tier 0 missiles now come pre-fueled with solid fuel as part of their recipe * Updated the ABM recipe to use the act welder, being made of a tier 0 missile assembly with extra thrusters and loaded with TNT/TATB * The super shotgun now has improved animations, and is centered like it is in the original DOOM games * ## Fixed * Fixed dupe caused by shift-clicking ashes out of the bricked furnace * Fixed missiles jerkingly rotating when launching, they should now smoothly transition from being part of the launch pad to being an entity * Fixed missile control and launch smoke shifting around when the player is moving * Fixed fast-moving missiles spawning too few particles, causing holes in the contrail * Fixed coker units creating soot when not processing anything * Foundry molds can no longer be removed from basins when there's still material in them, fixing a bug where doing so would void the material * Fixed molds not saving when cooling off, allowing to dupe metal when leaving and rejoining * Fixed normal drones loading chunks * Fixed chunk-loading drones not loading chunks * Fixed several chemistry templates missing names * Fixed rampant mode random scout spawns being able to appear inside blocks * Fixed turret rotation sometimes desyncing when out of range, this is especially noticeable with slow-moving arty * Fixed research reactor OC integration allowing the control rods to be set out of bounds * Fixed fallout falling faster and overlaying if multiple fallout areas intersect * Fixed template folder 3D models rendering with weird shading * HUD elements like jetpack charge and the shield bar should now still render even if Tinker's Construct replaces the health bar renderer * Fixed players glitching into blocks with larger bounding box when standing on top of them and relogging * Fixed a rare crash caused by doors on chunk borders