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31 lines
1.9 KiB
Plaintext
31 lines
1.9 KiB
Plaintext
## Added
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* Pigeons
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* Wood burner
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* Replaces the old combustion generator
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* A larger machine, has higher efficiency when burning logs or planks
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* Collects ashes at the same rate as ashpits
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* Also has an option to burn flammable liquids at 50% efficiency
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* `/ntmrad`
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* `set` operator can change the radiation amount in the current chunk
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* `clear` operator will remove the radiation data from all loaded chunks
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* Dense wires
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* Can be made in a crucible
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* Material cost is equivalent to 1 ingot
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* For ease of mass-production, 9-fold molds are also available
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* Used to craft hadron magnets, reducing crafting complexity be removing annoying upgrade recipes which make automation more complicated and needlessly inflate the amount of materials required for a magnet tier that isn't even the one that's being made
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## Changed
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* Changed many tool recipes that exclusively used polymer to now also accept bakelite
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* Reduced the value of hematite and malachite blocks in the crucible down to one ingot
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* Hematite veins are still giant, so a single vein will still yield many stacks of iron
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* Malachite's rebalance was done to be consistent with the bedrock ores which now exist. Malachite veins are now larger to compensate.
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* 1000mB of red mud now makes one ingot of iron in the coker
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* Doubled coal bedrock ore's coal output to 8 coal
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* A new config option now replaces the iron and copper bedrock ores in 528 mode with hematite and malachite
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* the industrial generator now has three additional ports on its underside, meaning it is now a lot easier to properly automate all necessary IO
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* Neodymium is now a valid crucible material
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* Particle accelerators will now evenly distribute items using IO if both inputs are equal, making the antischrabidium recipe a lot easier to automate
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## Fixed
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* Pipe and power networks now force the chunk to be saved on transfer, ensuring that rapid changes in the fluid/energy level aren't lost when the tile entity is unloaded
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