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