mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
51 lines
3.9 KiB
Plaintext
51 lines
3.9 KiB
Plaintext
## Added
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* More custom machine parts
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* Custom machines now have a neutron acceptor which allows them to use flux from the breeding reactor in recipes
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* There is now a heat acceptor which can accept heat from things like fireboxes or electric heaters
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* Also added a config option to create pollution
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* Hydrotreater
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* Tier 3 oil machine (on the same level as vacuum oil and reforming)
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* Can de-sulfurize oil, which allows extraction of sour gas directly from crude oil
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* Using desulfurized oil skips the (rather destructive) desulfurization process of the standard refinery, yielding higher-quality oils
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* Hydrotreating also allows cracked diesel variants to turn into their normal counterparts
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* Can convert coal oil directly into coal gasoline
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## Changed
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* Deco bocks now drop all of the time, but they drop themselves instead of ingots
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* To get the ingots, deco blocks now have to be deconstructed in the anvil, yielding an ingot 25% of the time
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* If I see one more person complaining about the chances I'm reducing it down to 10%
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* Catalytic reformers now have a tooltip informing about the need for a catalytic converter
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* Several guns now have reload animations including most .357 revolvers and Samuel
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* Updated stealth missile texture
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* Some of the larger oil machines now render using display lists which should make them somewhat more performant
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* Glyphid diggers can no longer yeet multiblocks or blocks with a tile entity
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* Parasite-infested glyphids now explode into gore when the parasites pop out
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* 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
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* This makes missiles reach top speed faster while also making the launches themselves slower and more pleasant
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* Strange stone can no longer be destroyed via AoE, making it easier to find without accidentally mining it
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* Launch pads now spawn launch smoke just like custom missile compact launchers
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* Remodeled all tier 0 missiles
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* Tier 0 missiles now have a much thinner contrail to match their size better
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* Covneyor ejectors can now eject sulfur out of the side ports of refineries
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* Refineries and vacuum refineries now have fluid ID slots for changing the recipe
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* Removed the remaining old oil separation recipes from the chemical plant
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* More large models have been converted into display lists which should improve performance somewhat
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* Corroded barrels now crumble after a while
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* 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
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* Removed the assembly recipe for the radial engine since it will be retired soon
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* Removed the endo and exothermal missiles
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* 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
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## Fixed
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* Fixed dupe caused by shift-clicking ashes out of the bricked furnace
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* Fixed missiles jerkingly rotating when launching, they should now smoothly transition from being part of the launch pad to being an entity
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* Fixed missile control and launch smoke shifting around when the player is moving
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* Fixed fast-moving missiles spawning too few particles, causing holes in the contrail
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* Fixed coker units creating soot when not processing anything
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* 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
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* Fixed molds not saving when cooling off, allowing to dupe metal when leaving and rejoining
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* Fixed normal drones loading chunks
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* Fixed chunk-loading drones not loading chunks
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* Fixed several chemistry templates missing names
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* Fixed rampant mode random scout spawns being able to appear inside blocks
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* Fixed turret rotation sometimes desyncing when out of range, this is especially noticeable with slow-moving arty |