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## Added
* Pigeons
* Wood burner
* Replaces the old combustion generator
* A larger machine, has higher efficiency when burning logs or planks
* Collects ashes at the same rate as ashpits
* Also has an option to burn flammable liquids at 50% efficiency
* `/ntmrad`
* `set` operator can change the radiation amount in the current chunk
* `clear` operator will remove the radiation data from all loaded chunks
* Dense wires
* Can be made in a crucible
* Material cost is equivalent to 1 ingot
* For ease of mass-production, 9-fold molds are also available
* 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
* Neodymium os now a valid crucible material
* Particle accelerators will now evenly distribute items using IO if both inputs are equal, making the antischrabidium recipe a lot easier to automate
## Changed
* Changed many tool recipes that exclusively used polymer to now also accept bakelite
* Reduced the value of hematite and malachite blocks in the crucible down to one ingot
* Hematite veins are still giant, so a single vein will still yield many stacks of iron
* Malachite's rebalance was done to be consistent with the bedrock ores which now exist. Malachite veins are now larger to compensate.
* 1000mB of red mud now makes one ingot of iron in the coker
* Doubled coal bedrock ore's coal output to 8 coal
* A new config option now replaces the iron and copper bedrock ores in 528 mode with hematite and malachite
* the industrial generator now has three additional ports on its underside, meaning it is now a lot easier to properly automate all necessary IO
## Fixed
* 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