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## Added
* New chemical factory
* New form factor, uses a smaller 5x5 footprint
* Only does four recipes instead of eight
* Double base speed, but also double power draw
* Three upgrade slots, upgrades follow the same rules as on the new chemplant
* Upgrades stack with the double base speed
* Stackable!
* Water consumption rate is fixed at 100mB/t for each active recipe
## Changed
* The DNT suit now has a damage threshold of 1,000
* Compressed biomass now has a nice cube shape
* The new chemical plant's indicator lights are now functional
* The new chemical plant can now use upgrades
* Reeds now drop sticks when broken
* Switching the recipe in the new chemplant now annihilates residual fluid that is not overwritten by the new recipe
* I don't know why people wanted this, but here you go
* The alternate recipe for oxyhydrogen now uses compressed air instead of nothing
* Improved threaded Mk5, should be a smidge faster now
## Fixed
* Chemical plant ports. For real this time.
* Fixed cable and pipe gauges returning the incomplete delta second value for OC and ROR readers
* Fixed new chemical plant not saving power values to disk
* Fixed laser rifle scope texture being missing
* Potentially fixed shift clicking issue with the new chemical plant
* Fixed blowtorch having a minimum gas requirement of 1,000mB despite only using 250mB
* The gas turbine now uses audio with a 20 tick timeout, fixing a rare issue where the loop gets stuck and never ends
* Potentially fixed a dupe caused by using InventoryBogoSorter in combination with crates