## Added * 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 * Addd 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 * 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 ## 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