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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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45 lines
3.7 KiB
Plaintext
45 lines
3.7 KiB
Plaintext
## Added
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* Nitra
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* Dropped by the painsaw ability when killing a mob
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* Can be used to quickly craft standard ammo types in the 2x2 crafting grid
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* Can also refill empty syringes, making stimpaks
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* Latex
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* Can be made from dandelions or from pressing jungle wood
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* Replaces insulator in many recipes where electrical insulation that is potentially made from brick doesn't make sense, like rubber gas masks, jackets, tools and so on
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* Latex is interchangable with rubber in all recipes where it's used, but not the other way round
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* The old insulator is now mainly used for electrical and heat insulation as well as PWR rods
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## Changed
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* Light oil and cracked light oil can now be refomred into large quantities of aromatic hydrocarbons a well as some reformate gas
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* The painsaw ability no longer drops ammo and syringes, instead it drops nitra
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* Radars have been completely rewritten
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* Dots will now move smoothly across the screen, instead of jittering and being bound to the pixel grid
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* Radars no longer use CPU-intensive full scans of the map, instead of using an optimized search for nearby scannable entities
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* There's now a dedicated toggle for detecing artillery shells
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* Radars now have a local area map that can be enabled
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* The map scans up to 100 points per tick, the display can show 40,000 points
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* The map will scan loaded chunks instantly, unloaded chunks have a limit of 5 chunk loads per tick to prevent excessive lag
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* The chunk load limit can be adjusted in the machine config file
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* The map will show terrain height between Y:50 and Y:128, anything outside that range is truncated
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* Radars now have a second GUI which allows the use of a battery, as well as linking the radar to other machines
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* By using the number keys, the radar can now launch missiles, ABMs or artillery at the current aimed at position
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* The turbofan's afterburner now adds a 33% efficiency bonus for every level. This means that instead of the efficiency remaining constant between levels, a tier 3 upgrade will yield double efficiency.
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* Reduced the flarestack's base energy efficiency
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* Trenchmaster armor is now unbreakable
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* The arc welder recipe for advanced circuits now uses simple insulator instead of gold dust
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* The arc welder recipes for enhanced and advanced circuits now use only 100mB of fluid instead of 250mB
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* Completely rewrote the missile base code, missiles now accelerate smoothly instead of in increments and use interpolated movement, making them less jittery
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* Missiles now have a slightly higher top-speed
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* Remodeled the anti-ballistic missile
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* Anti-ballistic missiles now use predictive targeting as well as a heightened sensor range of 1,000 blocks (instead of 500) which should make them a lot more effective
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* Anti-ballistic missiles accelerate 4x faster than normal missiles and have a 50% higher top-speed
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* Anti-ballistic missiles can now load their own chunks, allowing them to get to far away incoming missiles without getting stuck
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* PWRs that have recently been close to unloaded chunks now have a 40 tick timeframe where they are "frozen", only trying to connect to a fluid network but not doing any fission, this should reduce the amount of meltdowns caused by chunkloading
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## Fixed
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* Fixed thorium bedrock ore using the wrong ore dict key, making it unable to be processed via centrifuge or acidizer
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* Fixed custom machine NEI slots going out of bounds after the third slot
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* Fixed bismuth billets not being oredicted, making BFB PWR rods uncraftable
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* Fixed missile chunkloading having rounding issues, sometimes causing them to get stuck in unloaded chunks while crossing chunk borders
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* Fixed drones not being listed in the creative tabs
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* Fixed pre-defined fluid duct items not being being able to be placed where replacable blocks are, eg. water |