mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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82 lines
5.5 KiB
Plaintext
82 lines
5.5 KiB
Plaintext
## Added
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* Two new anti-material rifle variants
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* .50 BMG demolisher rounds are finally usable
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* Added a special ammo type exclusive to one of the variants
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* Starmetal .50 BMG now returns
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* Overall better armor piercing stats than DU
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* Not compatible with the M2, only usable in amat rifles
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* Reworked chemical plant
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* No longer needs template items for everything, comes with a convenient recipe selector GUI
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* Three item and three fluids for in and outputs
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* Slots are locked to the ingredients they accept, allowing for better performance and shift click support
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* Item IO now works like most other machines instead of using chutes
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* If the center block right above the chemplant is not air, it will render with a frame, making chemplant stacking actually nice to look at
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* Now has a more convenient 3x3 footprint
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* Features 12 access ports, more than enough for full coverage of the entire machine's IO
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* Has an optional slot for template items separate from the recipe selector (i.e. secret recipes) (doesn't work yet since we don't have secret recipe :P)
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* Ports are now standardized, no longer are fluids connected to ports that look like copper contacts
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* Can't use upgrades just yet
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## Changed
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* Added Ukrainian localization
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* The RBMK console's grid can now be rotated using a screwdriver
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* Tool abilities have changed
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* Right-clicking while holding ALT now opens a configuration window
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* The configuration window allows creation of tool presets
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* Area and block abilities can now be toggled independently from each other. For example, the vein miner ability can be combined with silk touch
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* Clicking on the same ability allows switching between levels
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* Updated textures for the armor and gun modification tables
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* Ported the fire extinguisher to the SEDNA gun system, eliminating the final remaining ItemGunBase gun
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* Water extinguishers can now wash away foam blocks
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* Obliterated Fabsol's vodka
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* Tier 4 heart piece is now called "heart of darkness"
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* Thermal sights now render dead mobs in black
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* Guns now have unique scope overlays instead of reusing the .44 scope for everything
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* The new chemplant has slightly altered recipes
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* Very basic mixing recipes (e.g. coolant) have been removed, it's now required to use the mixer
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* Water to hydrogen peroxide is now 1,000 : 1,000 (instead of 1,000 : 800)
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* Sulfuric acid's peroxide requirement has been adjusted accordingly
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* Nitric acid has an alternate recipe using air and water, however it takes 4x as long and has a base consumption of 2kHE/t
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* Desh now only takes 5 seconds to produce instead of 15
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* Laminate now only takes 50mB of either fluid per recipe and processes much quicker
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* Ducrete now uses U238 in the form of ferrouranium, decreasing U238 needed, and no longer requires gravel at all
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* All recipes for nuclear fuel production now have a higher base consumption
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* Base consumption in general has been tweaked for many later-game recipes. Many recipes however still use the old 100HE/t rate
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* Cordite now uses sawdust instead of wood planks and sugar
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* Kevlar is now made from aromatics, nitric acid and chlorine (or phosgene in 528 mode)
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* Electrolysis using the chemplant has been removed. Hydrogen can be made using water and coal (or coke), and oxygen can be distilled from intake air
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* Solid nuclear waste can also be vitrified now
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* Thorium salt reprocessing now only has a 50% chance to produce a U233 nugget and a 25% chance to produce nuclear waste, making it less absurdly powerful and easier to deal with the waste
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* Glyphid meat processing is now less autistic
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* Making rusty steel now only takes 2 seconds per recipe
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* Perfluoromethyl can now also be made in the chemical plant (technically, the process isn't just simple mixing after all)
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* Recipe changes are still subject to balancing
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* Removed niter to nitric acid liquefaction recipe
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* Updated N2 model
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* Glow in the dark paint not included (yet)
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* Wooden scaffolds now have a slightly smaller hitbox and are climbable
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* Hanging chains and vines can now be climbed by holding space
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* Hopefully fixed the strand caster being weird for good
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* Removed angry metal drop from meteorites (use the assembler recipe)
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* The automatic buzzsaw can now handle crops
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* The automatic buzzsaw will no longer clip through walls when extending
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* The automatic buzzsaw can be turned off using a screwdriver
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* Template folders now support page turning via scrolling
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* Named crates will now show their names in the GUI as well as as a tooltip
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* Vanilla anvils no longer increase experience costs when renaming an item
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* Fans now have diminishing force, old behavior can be restored with the hand drill
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## Fixed
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* Conveyor ejectors should now correctly place items onto the back of splitters instead of on the output belts
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* Fixed strand caster fluid gauges going out of bounds
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* Fixed arc welder and soldering station not changing buffer size based on upgrade, preventing use of higher overdrive tiers
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* Fixed non-standard template folder recipes not using the correct icon
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* Fixed jetpack flight time not resetting when equipped like armor, causing kicks on servers that don't have flying cheats allowed
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* Fixed missing energy damage category localization
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* Fixed server crash caused by tool abilities
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* Fixed chunkloading entities not releasing their loading tickets properly
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* Potentially fixed a dupe issue related to tool abilities
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* Fixed certain sky features not being as bright as they should be
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* Fixed detailed hitboxes behaving weird
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* Fixed issue where empty crates would retain irrelevant NBT data, rendering them unstackable with freshly crafted crates
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