mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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73 lines
5.4 KiB
Plaintext
73 lines
5.4 KiB
Plaintext
## Added
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* Powered drill
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* Gasoline-fueled mining drill with AoE
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* Uses the gun system and therefore does not have configurable abilities
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* Mining level of iron tools by default
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* AoE, melee damage, reach and mining level can be upgraded with drill bits
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* Mining speed and fuel used can be changed with engines (diesel, aviation, electric, turbo)
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* Fortune can be added as mods (both mods do in fact stack, yielding fortune III)
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* Not a precision tool, intended to be used alongside pickaxes instead of replacing them
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* Despite this, sneaking allows the AoE to be disabled
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* Unlike pickaxes, shows a preview for what area is to be mined
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* Due to not being considered a tool like a vanilla one, it's not affected by dig speed penalties from fatigue, being underwater or on a ladder
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* Pipe anchor
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* Works like a electricity connector but for fluids
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* Range of 10 blocks
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* Can be connected using a pipe wrench
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## Changed
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* Updated russian and chinese localization
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* VNT type explosions now track affected block positions when the explosion events fire, this should ensure compatibility with mods that rely on that
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* For example, this should make ForgeCreeperHeal work with most of NTM's explosions
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* Obliterated standard fluid IDs
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* The multi ID is now a lot cheaper
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* For convenience in the creative tab, fluid IDs are now listed with all fluids pre-defined, just like how the old IDs were available
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* The multi ID now changes metadata based on the selected fluid type, allowing it to be usable for crafting pre-defined pipes
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* The multi ID fluid selector now displays fluid traits in addition to the name when hovering over an icon
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* Added more values to the data table returned by RBMK consoles via OC integration
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* The conveyor ejector now has a "only take maximum possible" toggle
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* Enabling this means that, if stack ejection upgrades are installed, only stacks that meet the limit can be ejected
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* Items with a lower maximum stacksize will be ejected regardless
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* Survey scanners now pick up bedrock oil
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* The conveyor sorter filter slots now have directional labels instead of only color coding
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* Apparently color blind people exist?
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* Conveyor sorters can now process boxes
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* All stacks are sorted individually, and each batch of items that comes out of one side is sent as a box
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* Conveyor boxers can now accept boxes, this is useful for batching up partial boxes that come out of sorters
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* Conveyor inserters can now accept boxes directly instead of causing them to burst open
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* Conveyor inserters now have a special rule when supplying an arc furnace where instead of trying a full stack and then one item, the first always failing and the last being too slow, they will supply the slot target amount instead
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* Given the cycle delay and the lid's movement speed, the inserters should now be fast enough to fully supply a speed III arc furnace
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* Skeletons can now be gibbed by explosions, although it will spawn clean bone particles and omit the gore splash effect
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* Polymer power tools now only have AoE 1 instead of AoE 2
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* The fluid container NEI handler now also includes the empty container, making it easier to find what fluids a canister for example is usable for
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* Changed Mk2 infinite water barrel to use generic cast parts instead of a very specific type of pipe
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* Retextured the multi fluid IDs to look more like the old IDs they replaced
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* Logistics provider and requester crates can now only connect to a path node if that path is a dedicated waypoint
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* This means that requesters and providers will no longer connect automatically, a logistics net now requires at least one dedicated waypoint
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* This also means that in larger networks with many providers and requesters, all the useless connections between them which scale exponentially will no longer exist
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* This is a band-aid fix for logistics nets destroying the game even at lower scales due to the path finding being unperformant as hell
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* The system will have to be reworked entirely sooner or later (ough)
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* PWR parts have been moved fro mthe workbench to the assembler
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* Rebalanced a lot of expensive mode recipes
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* Some oil proc machines are now a tad cheaper
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* Extensive boards now use four rubber bars instead of gold wires
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* The CCGT is now considerably cheaper, using similar materials as a turbofan
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* Fusion reactors now use welded tc/cd alloy again
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* 256k tanks now use half as much steel
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* Gerald is now way more expensive
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* PWR parts are now subject to expensive mode
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* Fluid container items now keep their custom name when filling or emptying
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* Pneumatic tube endpoints now have a GUI that allows filters to be defined
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## Fixed
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* Fixed the T-51b set not having radiation resistance
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* Potentially fixed a crash on thermos-derived servers involving the flow control pumps
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* Fixed crash caused when another tile entity replaces an RBMK component due to an unchecked cast
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* Fixed constant cascading chunk gen caused by meteorites and flower patches
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* Fixed garbage loot pool sometimes producing "stone wires"
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* Fixed mining lasers targeting blocks with the "gas" material
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* Fixed gun looping sounds behaving weird when moving while firing
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* Fixed an issue where weapon mods with the highest stat change priority would break the mod sorting, leading to inconsistent behavior
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* Fixed fluid container items breaking when NBT is attached to them
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* Potentially fixed a mod conflict where corium fluid would crash when flowing into water
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