mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
93 lines
6.7 KiB
Plaintext
93 lines
6.7 KiB
Plaintext
## Added
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* New fusion reactor
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* More dynamic system with more components to choose from
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* Models and GUIs that are less eye-bleeding
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* Plasmas are now represented as a recipe selector instead of dedicated fluids, making the entire thing fully configurable
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* Despite being recipe based, fusion reactors will still burn fuel at a steady rate
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* Comes with load-balancing, if the solenoid power or fuel supply drops, the reaction will slow down
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* This ensures that supply below maximum demand doesn't cause "flickering" due to constantly running out of fuel
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* Comes with many juicy parts
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* The plasma vessel is where the magic happens, has four connectors for other parts
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* Klystron is used to ignite the plasma
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* Breeding chamber uses the plasma's outout flux to do irradiation recipes
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* Collector increases byproduct yield
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* Boiler turns water into SDS
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* MHD turbine makes power out of the plasma directly at greater efficiency
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* Coupler turns plasma output energy into usable klystron energy, allowing one reactor to be powered by another, creating a multi-torus setup
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* Also has full QMAW documentation, if the tooltips aren't enough
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* Boxcables
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* Like boxducts, but for power
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## Changed
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* Updated chinese localization
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* Updated meteors
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* Meteors will now punch through weak blocks like leaves instead of getting stuck on trees
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* Meteor impacts now have new visuals
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* Falling meteors will produce a sound instead of stealthily blowing people up
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* Fallen meteors will now be placed deeper into the actual crater instead of hovering awkwardly over the hole
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* Added QMAW pages for the particle accelerator parts along with a PA overview page and a simple step by step construction tutorial
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* Increased the acidizer partitioner's input limit from 9 to 45 slots
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* Ammo containers are now functional again
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* Each gun has a fixed "default ammo" that will be given
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* Grants ammo for up to three held guns, selected randomly
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* Ammo given does not respect caliber conversion mods
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* Amount of ammo given depends on the mag size and type of ammo
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* Most pistols and low capacity rifles will get two reloads worth of ammo
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* High capacity rifles will typically get only one magazine
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* Rocket launchers typically only get a small amount of rockets
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* The fat man only gets a single nuke
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* Certain legendaries do not give ammo at all, they are omitted when three randomly held guns are selected
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* Ammo containers are now found in more itempools
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* 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
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* This means that in system with slow input, the time window when items can be added to the arc furance is now more forgiving
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* Pipe anchors now have a look overlay showing the currently configured fluid type
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* Removed ammo duping using nitra, instead, four large piles can now be combined into an ammo container
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* Ammo containers crafted from nitra cannot give "expensive" ammo types
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* This mainly excludes mini nukes and .35
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* Comes in a distinct blue color instead of military green
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* Makeshift containers also yield only half as much ammo as regular ones
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* Using a defuser, creepers can now be rendered harmless manually
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* Defusing creepers now also works if the creeper hasn't lit its fuse yet
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* Defused creepers are now permanently harmless, they can no longer be manually re-ignited at all
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* Manual defusers now also affect big man johnson
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* Defusing only works if the timer is active
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* The glpyhid will explode instantly, but only about as powerful as a conventional rocket, not destroying blocks
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* Doing so will also drop one usable demolition mini nuke
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* The painsaw ability no longer plays the blood splash particle effect
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* Instead, it will outright gib the target
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* Pile plutonium rods can now be reprocessed in the PUREX in addition to the old anvil recipes
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* The recipes require 100mB of sulfuric acid and 100HE/t, the lowest requirement for all reprocessing recipes
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* The recipes are part of a shared auto switch group, meaning that even if different rod types are produced, only one PUREX is necessary
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* Grass is no longer a valid paint block for paintable cables and ducts
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* Multiblocks are no longer affected by collapses caused by nuclear explosions
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* The old NITAN powder chests have been removed
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* In their place, there's now a different, more useful structure with similar but not identical spawn rules
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* ROR controller torches can now set the threshold of particle accelerator dipoles
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* Removed the legacy recipes from the terra drills
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* Slag can now be cast into ingots
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* Re-solidifcation of bedrock ore crumbs now requires ore slop instead of nitric acid
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* 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
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* 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
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* Rewrote the ore layer generator (hematite, bauxite) to be way more performant during worldgen
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* The mining laser can now be stopped by applying a redstone signal to one of the ports
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* Ionized particles can no longer be liquefacted into helium-4, helium is now a direct liquid byproduct of several fusion reactor recipes
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* Adjusted schrabidic acid recipe to account for higher ionized particle yield
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## Fixed
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* Fixed arc furnace only allowing electrodes to be inserted when the lid is down instead of up
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* Fixed issue where the `amounts` tracker wasn't being used correctly when using a custom acidizer config, preventing the acidizer partitioner from working
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* Fixed multi fluid ID search potentially not working on systems with a non-latin locale
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* Fixed particle accelerator source working even if not cooled
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* Fixed foundry channels being overly laggy in certain setups
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* Fixed potential mod incompatibilities with world generation mods that use outdated forge hooks
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* Fixed the buzzsaw not properly replanting trees using the `leaves2` block type
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* Fixed creepers regaining their exploding AI task upon relog, if defused
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* Fixed assembly and chemical factories not properly saving their recipe fluid buffers
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* Fixed light blue and light gray dyes not working when dyeing cables
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* Fixed bismuth armor not having a valid repair material
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* Fixed compressors needing at least one mB of fluid more to process a recipe than necessary
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* Fixed many NTM structure spawn conditions being hardcoded (again) preventing them from spawning in modded biomes that would otherwise be a fit
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* Fixed spawn offset for some structures which caused them to float in the air
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* Fixed icons in the QMAW title bar often times being too dark when rendered with a 3D model
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* Fixed rocket artillery modes having incorrect tooltips
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