2025-04-12 16:37:40 +02:00

72 lines
4.1 KiB
Plaintext

## Added
* Lightstone
* Stylish stone variant that can be crafted from regular stone and limestone powder
* Added a few new structures
* Aircraft carriers, beached boats and oil rigs
* Aircraft carriers can spawn naval mines, which behave like landmines
* New weapon mods
* The laser rifle now has a shotgun barrel, extended capacitor and automatic receiver
* Compact compressor
* Only a third as tall as the regular compressor with a footprint less than twice as wide
* Comes with a frame that allows for stacking of multiple compressors without it looking ugly
* Otherwise identical to the regular compressor
* Pneumatic tubes
* Allows instant item transport without laggy entities
* Requires compressed air to work, air compression determines the max range (10 - 1,000m)
* Has various filter and order options
* Muffler compatible
* Air intake
* Simple machine that uses 100HE/t to produce 1B of compressed air
* Also looks really cool to have on the roof of factories
## Changed
* Updated russian and chinese localizations
* .75 bolts now work as advertised
* Updated lead pipe texture
* Removed recipes from a few ancient melee weapons, as well as the creative tab listing
* Removed flat magnets
* Taint should now also affect non-solid blocks that are full cubes
* Reduced the AoE size of 7.62mm, .50 BMG and 10 gauge explosive projectiles
* Removed the old gun mechanism items, turrets now use the new cast parts
* A secret weapon and its variant have become craftable
* NEI now shows RBMK fuel rod recycling and cooling
* Removed most of the old unused siege mobs
* Two weapons with built-in scopes now use the scope item in the crafting recipe
* Updated the FLEIJA model
* Cokers can now have their stats read with OC
* NEI now shows recycling for RBMK fuel rods, and cooling for rods that can't be recycled due to being too hot
* Taint can now replace any block, not just full cubes
* Placing conveyor belts now creates a draggable ghost that will automatically attempt to pathfind towards the destination
* Lifts and chutes are placed automatically, meaning they no longer need crafting recipes
* Changed the optimized receiver generic gun mod to +15% damage
* The xenon chemical plant recipes as well as biogas now require compressed air instead of no fluid at all
* Removed old unused radar configs
* The .22 SMG no longer comes with a silencer, instead a silencer can be attached as a weapon mod
* Updated RT generator's GUI
* Armor resistance stats are now configurable using `hbmArmor.json`
* The config's format is a bit fragile, check the log when making changes to see if it fails loading
* If the config fails to load, it will default to standard values
* Also works with `/ntmreload`
* Removed the unused transition hatch block
* Removed the nuclear furnace (it was already deprecated months ago)
* The diesel generator now uses a much more pleasant sound loop instead of the deafening vanilla fireworks pop noise
* Renamed "heavy infinite water barrel" to "large infinite water barrel" because somehow people found that confusing
## Fixed
* Fixed taint destroying bedrock
* Fixed ferrouranium plate not being castable
* Fixed bayonet not rendering properly in third person
* Fixed xenon poison gauge in the RBMK control panel not showing up on columns (oops)
* Fixed hitscan projectiles colliding with dead mobs
* Fixed GL state leak caused by blocks with a look overlay
* Fixed issues with the new crate functionality
* Fixed dupe regarding the toolbox
* Fixed dummies with no OC components taking up a ton of component slots
* Fixed infested glyphids spawning maggots also on the clientside, creating unkillable ghosts
* Fixed top left column not being selectable in the RBMK console
* Fixed CIWS hitrate config being read wrong
* Fixed DANI having broken equip animations
* Fixed break-action revolver cocking sound not syncing up with the animation
* Fixed NBT name collision between ReaSim steam/water values and non-ReaSim steam/water tanks, causing incorrect data to be loaded when using non-ReaSim boilers with ReaSim enabled
* Fixed gun equip animation not playing in certain circumstances