mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
20 lines
1.7 KiB
Plaintext
20 lines
1.7 KiB
Plaintext
## Changed
|
|
* QMAW now has buttons for returning to previously viewed pages
|
|
* QMAW file detection now includes subfolders to `manual` in folder-based packs (which already worked in zip packs and the mod's jar file)
|
|
* OpenComputers integration for the ZIRNOX should now return values in °C and bar instead of unexplained weird internal units
|
|
* The sodium and strontium autogen ingots now have their correct hazard tags
|
|
* Pattern matchers, like the one used on the automatic crafting table, no longer care about NBT data of an item
|
|
* This means that RBMK fuel rods can now be automatically disassembled without the depletion number having to be a 100% match
|
|
* Due to the way the RBMK uncrafting handler works, a single autocrafter now correctly supports RBMK fuel of one type of any depletion level, yielding the correct recycling pellets
|
|
* Blueprint folders have been added to more loot pools, making them less rare
|
|
* Replaced the winnie the pooh plushie with hundun
|
|
|
|
## Fixed
|
|
* Fixed QMAW not working at all
|
|
* Potentially fixed a bug where proxy tile entities would reference unloaded core tile entities which would cause bizarre item voiding/duping issues in rare cases
|
|
* Fixed fusion reactor automation being able to remove items other than the breeding output slot
|
|
* Fixed chunkloading transport drones getting stuck due to off-by-one rounding errors
|
|
* Fixed shift-click handling on the electric arc furnace not working with upgrades, and putting electrodes in the wrong slot
|
|
* Fixed issue with the load order where custom fluids wouldn't work properly for fluid loading/unloading and in custom recipes
|
|
* Fixed balefire bomb not rendering the egg when fully loaded
|
|
* Fixed selenium steel 12ga casings having the wrong color |